Beholder Conversion

angelroble

First Post
...So I am running this Shadowdale campaign as a DM and one of the monsters the PCs face is a Beholder. There's no beholder in PF, as it's not OGC, and though I could use it as it's in the 3.5 MM, I've decided to do my own conversion. Some of the features of the old beholder are not of my taste (too many save or die rolls). So here it is. I'm open to criticism, especially because I'd like some help with the b's balance.

Beholder CR 13
LE Large aberration
Init +6; Senses darkvision 60 ft.; Perception +21; All-Around Vision

Defense
AC 26 Touch 13, Flat-footed 22 (+3 Dex, +1 dodge, +13 natural, –1 size )
CMD 23 Can’t be tripped
HP 124 (13d8+65)
Saves Fort +11, Ref +9, Will +12
Special. DR 5/-; Fortification (25% of avoiding sneak attack / critical hit)

Offense
Speed 5 ft., Flight 40 ft (Good)
BAB +9 CMB +11;
Melee. Bite +9 (1d8+1)
Ranged. Up to 6 Eye Rays +11. Ranged touch attack.
Attack Options:
- Standard Action. Fire three Eye Rays into a 90º cone area (target may be the same for the three rays), plus Bite.
- Full-round action. Fire all the Eye Rays, each one in a different 90º cone area (up, down, front, rear, left, right).
- Immediate action. Make a Telekinetic Ray attack (max 40'), a Paralysis Ray Attack (max 20') or Antimagic Ray attack (only to counterspell). This kind of ray attack becomes unavailable for the next round.
Size: Large. Space 10 ft.; Reach 5 ft.

Statistics
Abilities. Str 12, Dex 16, Con 20, Int 16, Wis 15, Cha 18
Feats. Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Wind Stance.
Skills. Appraise +6; Bluff +7; Diplomacy +7; Escape Artist +14; Fly +19; Intimidate +20; Know. (Arcana) +19; Linguistics +6; Perception +21; Sense Motive +5; Spellcraft +19; Stealth +18; Survival +8
Languages Common, Undercommon
Treasure Double standard

Special Abilities
All-Around Vision (Ex). Can't be flanked. +4 bonus to Perception [racial]. Additional immediate action (rays)
Flight. (Ex) 20' (Good). Cannot be tripped. +4 circumstance to Stealth.
Weird Body. DR 5/-; Fortification (25%)

Eye Rays (Su). Caster Level 13th. Range 150'.
Saves DC 17 (Cha based).

Mental Ray [Will partial] [Mind-Affecting]
Effects: Mental Debilitation (If save sucess) - Confused - Fascinated - Dazed - Charmed
Duration: 13 rounds (1 round for mental debilitation, 13 h for Charmed).
If the target fails his save and was already Confused (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category, except for Charmed (but he can make a new save if threatened, etc. as the spell.)
Mental Debilitation. The target takes a -2 penalty for saves against this ray attack. If he already has mental debilitation, the penalty increases by -2 (max. -10).

Fear Ray [Will partial] [Fear, Mind-Affecting]
Effects: Shaken (if Save succes) - Frightened - Panicked - Cowering.
Target is is affected by one of the above conditions.
Duration: 13 rounds (1 round for Shaken).
If the target fails his save and was already Frightened (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category.

Paralysis Ray [Fortitude partial]
Effects: Staggered - Paralyzed - Unconscious - Petrified
The target also receives 5d6 non-lethal damage if hitted by the ray (save don't avoid this). The beholder can choose to not apply the petrified condition.
Duration: 13 rounds (13 minutes for Unconscious, permanent for Petrified).
If the target fails his save and was already Staggered (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category. If he is unconscious, he can only make a check every minute, or every round if someone else spends an standard action trying to awaken him or if damaged. If he is petrified, there is no more saves.

Pain Ray. This ray may have 3 different effects (beholder chooses).
1. Disintegration. 5d6+26 damage [Fort 1/2]. Can score critical hits (19-20 x2). Affects Structures.
2. Death. 5d6 +52 damage [Fort 1/3]. Death effect.
3. Negative Energy. 5d6+26 damage [Will 1/2].

Telekinetic Ray. It can be used two ways:
1. Combat maneuver (Bull Rush, Trip, Disarm, Grapple). CMB +17 (+2 circumstance bonus if target at 10' or less) (13 [CL]+4[Cha]). The Grappled condition lasts for one round.
2. Hurl one object. Attack +17. 1d6 dmg per 25 lb (minimum damage 3d6). Up to 150lb.

Antimagic ray. Don't need to make ranged touch attack. It can be used three ways:
1. Area effect (90º cone). It supresses every Illusion effect in the area for one round as if affected by an antimagic area.
2. Spell Cancellation. [Targeted]. It supresses one magic effect already in place for 1 round as if affected by an antimagic area. It can also spress the magic powers of one item.
3. Counterspell. [Targeted]. It can be used to counterspell (as Dispel Magic) any effect cast if he is one of the targets or if he is in the area of effect. He must make a dispel check (1d20+13 (CL) vs 11+CL as usual), and he must see the spell caster at the moment of the casting.This is an immediate action (see above)
 
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First off, I'd say building it as medium size class will be the better option. Making the beholder large really just hampers it and if one is rebuilding it, bringing back down to medium not only makes it more usable, but also makes it more in line with classic versions of the critter. B-)
 
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Another bit of advice: when updating 3.5 monsters, don't be afraid to change their stats or their HD. It's best to keep their CR unchanged, but you should adjust HD and ability scores and natural armor bonus and maybe even its natural attack damage at least to bring the monster's CR up in line with what its CR is expected to be close to in terms of Pathfinder's rules. Table 1–1 on page 291 of the Bestiary summarizes all of these numbers in one handy place.

A CR 13 beholder should have close to 180 hit points, an AC of 28, a Will save of about +16, Fort and Reflex saves of about +12, and ability save DCs for its eye rays of about 21. Since a beholder's all about the eye ray mayhem, it's probably fine for its sole attack to do barely any damage (a typical CR 13 monster should be doing from 45–60 points of damage on average with its attacks).

All that said, it's always fun to see conversions of monsters like these into Pathfinder rules! Yay! :)
 

Very nice.

Recommendations:
- add Ray which affects Reflex save, otherwise Clerics will be difficult to overcome
- add some small self-healing ability (maybe Cure Light Wounds Ray?), otherwise Hasted 13th level Barbarian will have it for a snack within two rounds, while Arcane Archer will be able to deal with it from distance

Regards,
Ruemere
 

First off, I'd say building it as medium size class will be the better option. Making the beholder large really just hampers it and if one is rebuilding it, bringing back down to medium not only makes it more usable, but also makes it more in line with classic versions of the critter. B-)
I'm not sure about this. My 1st ed. manual lists Large size for the B, though it is supposed to be 4-6' diameter (while it's about 8' in 3.5). I will think about this. You are right that size hampers the B.
 

Another bit of advice: when updating 3.5 monsters, don't be afraid to change their stats or their HD. It's best to keep their CR unchanged, but you should adjust HD and ability scores and natural armor bonus and maybe even its natural attack damage at least to bring the monster's CR up in line with what its CR is expected to be close to in terms of Pathfinder's rules. Table 1–1 on page 291 of the Bestiary summarizes all of these numbers in one handy place.

A CR 13 beholder should have close to 180 hit points, an AC of 28, a Will save of about +16, Fort and Reflex saves of about +12, and ability save DCs for its eye rays of about 21. Since a beholder's all about the eye ray mayhem, it's probably fine for its sole attack to do barely any damage (a typical CR 13 monster should be doing from 45–60 points of damage on average with its attacks).

All that said, it's always fun to see conversions of monsters like these into Pathfinder rules! Yay! :)
Hi James, I'm so happy you have posted in here! I was going to bring this issue to the Paizo forums, but I saw some threads where you (or someone else from your staff) were not comfortable with conversions because of the OGC thing and the relationship with WOTC...

About the B:
I did look at your tables before I started conversion, they're great. I have assumed that:
1) AC/HP. DR 5/- equals 25 hp more if the B takes 5 hits of 25 dmg each. The fortification effect and the ability to avoid flanking also add lots of hp. Flying at least slow the damage as the PCs have to cast fly or drink potions. But the true hp saver here is the immediate action the B gets every round. The B can slow, trip, disarm or counterspell an enemy each round as an immediate action.
2) HD. More HD means more BAB, saves and HP. HP is fine for me, as I have shown above. BAB is nice also: all the B attacks are ranged touch, so it means about +5 to +15 to attacks. Most PCs don't have more than 15-18 touch AC. Saves are more tricky and maybe are too low; on the other side, the B has the ability to counterspell/dispel, or grapple a caster.
3) Attacks. The bite attack is mostly for that awful mouth the pictures show. In 3.5 it was compatible with the rays (which were free actions) and make the B capable of making AoO, flank, etc. But it's not that important. The real damage comes from the Pain Ray, which delivers 40-70 hp if the saves fail. Of course, it allows a save because the B has 2+ more rays per round. That's also the reason for those low DCs.
 

Very nice.

Recommendations:
- add Ray which affects Reflex save, otherwise Clerics will be difficult to overcome
- add some small self-healing ability (maybe Cure Light Wounds Ray?), otherwise Hasted 13th level Barbarian will have it for a snack within two rounds, while Arcane Archer will be able to deal with it from distance

Regards,
Ruemere
1) Armored clerics can be taken down with pain rays / paralysis rays.
2) Ranged fighters/arcane archers/paladins are truly the main threat for beholders. I will think about it.
3) A barbarian can be feared/confused and avoided with flight. Hey, who is not an snack after dancing two rounds with a barbarian?
 


1) Armored clerics can be taken down with pain rays / paralysis rays.
2) Ranged fighters/arcane archers/paladins are truly the main threat for beholders. I will think about it.
3) A barbarian can be feared/confused and avoided with flight. Hey, who is not an snack after dancing two rounds with a barbarian?

Regarding Clerics:
From my experience, Cleric characters have great saves in addition to save-boosting spells. Making DC17 test at 10th level was almost non-issue.
Both Pain and Paralysis rays attack strongest saves (Fortitude and Will).
Adding anything capable of damaging Clerics (touch rays, Reflex save rays) would ensure preserving the challenge rating.

Regarding Barbarians:
Flight... should be good enough :)

Regards,
Ruemere
 


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