Dire Beholder
CR 27 XP:3,276,800NE Gargantuan aberration (abomination)
Init +5; Senses Darkvision 120 ft., all-around vision; Perception +22
AC 26, touch 8, flat-footed 24 (-4 size, +18 natural, +1 Dex)
HP 646 (34d12+425)
Fort +21, Ref +12, Will +25
Speed -, fly 40 ft. (good)
Melee Bite +32 (3d6+16)
Ranged Eye Rays +22 ranged touch
Space 20 ft.
Special Attacks Eye Rays
Str 26, Dex 13, Con 26, Int 14, Wis 18, Cha 24
Base Atk +25; CMB +37; CMD 48
Feats Alertness, Disintegration Finesse, Dodge, Empower Spell, Extend Spell, Flyby Attack, Great Fortitude, Improved Flyby Attack, Improved Initiative, Iron Will, Metaray
Skills Bluff +15, Intimidate +20, Knowledge (arcana, dungeoneering, geography, nature) +20, Linguistics +20, Perception +22, Sense Motive +6, Survival +20
Environment any underground
Organization solitary
Treasure double standard
Eye Rays (Su) Each of a Dire Beholders 16 eye rays resembles a spell cast by a 20th Level Caster. They have a range of 240' and require a DC 34 Saving Throw if they successfully hit (Save DC is Charisma Based).
Eye 1: Target must make a Will Save or be affected as if a Dominate Spell were cast on him.
Eye 2: Target must make a Fortitude Save or be affected as if a Disintegrate spell were cast on him.
Eye 3: Target must make a Will Save or be affected as if a Symbol of Fear Spell were cast on him.
Eye 4: Target with 101 hp or less dies as if a Power Word Kill spell were cast on him. Can only be used every 1d4 rounds.
Eye 5: Target must make a Fortitude Save or be affected as if a Flesh to Stone spell were cast on him.
Eye 6: Target must make a Fortitude Save or be affected as if a Destruction spell were cast on him.
Eye 7: The Beholder can use this ray to effectively cast Telekinesis at will.
Eye 8: Target must make a Will Save or be affected as if a Symbol of Sleep Spell were cast on him.
Eye 9: Target must make a Will Save or be affected as if a Dominate Monster Spell were cast on him.
Eye 10: Target must make a Fortitude Save or be affected as if an Energy Drain Spell were cast on him.
Eye 11: Target is affected as if a Polar Ray Spell were cast on him.
Eye 12: Target must make a Fortitude Save or be affected as if a Blackfire* were cast on him.
Eye 13: Target must make a Will Save or be affected as if a Greater Bestow Curse* Spell were cast on him.
Eye 14: Target must make a Will Save or be affected as if a Wrathful Castigation* Spell were cast on him.
Eye 15: Target must make a Will Save or be affected as if a Maddening Whispers* Spell were cast on him.
Eye 16: Target must make a Will Save or be affected as if a Radiant Assault* Spell were cast on him.
*See Spell Compendium.
All-Around Vision (Ex) The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Anti-Magic Cannon (Su) Once every 1d4 rounds as a Swift Action the Dire Beholder may open its central eye unleashing a powerful Antimagic blast in a 225' Cone. Everything in this area is affected as if by a Mordenkainen's Disjunction spell.
Flight (Ex) A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
"Anybody know what the Hell that evil black floaty thing is in the distance?"Dire Beholders are a thankfully rare mutation of the Beholder race. Enormous floating cancerous masses of eyestalks, teeth, and armor plating they leave huge trails of destruction in their wake. Thankfully normal Beholders hate them and are willing to ally with anyone willing to fight.
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