Beholder-kin Creature, Beholderlich and more [Archive] - Wizards Community

Post/Author/DateTimePost
Ulitharid Lord

04-03-04, 09:13 AM
Beholderlich
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Large Undead

Hit Dice: 11d12 (71 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +8/+12
Attack: Eye rays +9 ranged touch and bite +2 melee (2d4)
Full Attack: Eye rays +9 ranged touch and bite +2 melee (2d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays, fear aura, dream haunting
Special Qualities: All-around vision, antilife cone, darkvision 60 ft., flight, turn resistance +4, DR 15/bludgeoning and magic, immunities
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 10, Dex 14, Con -, Int 19, Wis 17, Cha 17
Skills: Hide +12, Knowledge (arcana) +18, Listen +19, Search +22, Spot +23, Survival +3 (+5 following tracks)
Feats: Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will

Environment: Cold Hills
Organization: Solitary
Challenge Rating: 15
Treasure: Double Standard
Alignment: Usually lawful evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment: -

A Beholderlich is an undead beholder created in a dark ritual. Its body is skeletal with little flesh remaining. Its eyes are dark, glowing red, green, blue or pitch black.

COMBAT
Beholderlichs attack on sight. Though they are not powerful physically, they often plow right into groups of opponents to use as many of their eyes as they can.
Eye Rays (Su): Each of the Beholderlich's ten eye ray resembles a spell cast by a 13th level caster. Each eye ray has a range of 150 ft. and a save DC of 18. The save DC is Chasma-based. The ten eye rays include:
Vampric Touch: This works like the spell, causing 6d6 damage; the Beholderlich gains the same amount as temporary hit points.
Magic Missile: This works like the spell except that it targets one creature.
Create Undead: This works like the spell.
Evard's Black Tentacles: This works like the spell except it affects one creature.
Reverse Gravity: This works like the spell except it affects one creature and they fall to a maximum of 100 ft.
Cone of Cold: This works like the spell except it affects one creature for 13d6 damage.
Death Knell: This works like the spell.
Doom: This works like the spell.
Contagion: This works like the spell.
Slay Living: This works like the spell.
Antilife Cone (Su): A Beholderlich's central eye continually produces a 150 ft. cone of antilife. This functions just like a antilife shell cast by a 13th level druid. Once each round, during its turn, the Beholderlich decides whether the antilife cone is active or not.
Ulitharid Lord

04-03-04, 03:58 PM
And the template...

Creating a Beholderlich
"Beholderlich" is a template that can be applied to any Beholder, Gauth, Deathkiss, Eyeball, Gouger, Elder Orb, Director, Examiner, Eye of the Deep, Hive Mother, Lensman, Overseer, Watcher, Searechter, Crusher or Destroyer, provided it can create the "eye"(see below). A Beholderlich has all the base creature's stats and special abilities except as noted here.
Size and Type: The creature's type becomes undead. Do not recalculate base attack, saves or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Special Attacks: A Beholderlich retains all the special attacks of the base creature and gains those noted below for its type.

All->Fear Aura
Beholder->Any 1 (except Hive Mother)
Gauth->Despair (add a tongue touch attack with a range of 10 ft. that deals 1d8+5 damage plus despair)
Deathkiss->Doom Gaze
Eyeball->Painwrack Gaze
Gouger->Paralizing Touch (Add to tongue attack)
Elder Orb->Grasp of Death(Add to Bite)
Director->Coldfire and Crawler becomes a zombie
Examiner->Dream Haunting
Eye of the Deep->Grasp of Enfeeblement
Hive Mother->Any 2
Lensman->None
Overseer->Voice of Maleficence
Watcher->Projection
Searechter->Coldfire
Crusher->Grasp of Death
Destroyer->Doom Gaze
Interceptor->Paralizing Touch (add a eye ray that deals 1d8+5 damage plus paralizing touch)

In addition to these special abilities, some of the Beholderlich's special abilities change. (see below)

Antimagic cone->Antilife cone
Cone of Animate Objects->Cone of Flesh to Stone
Stun Cone or Gaze->1d10 negative energy damage
Electricity Aura->Dark Aura(As Electricity Aura except 1d10 negative energy)
Death Shiver->Death Shiver except 2d10 negative energy
Eye Rays:
Charm Monster->Vampric Touch
Charm Person->Magic Missile
Disintegrate->Create Undead
Fear->Evard's Black Tenticals
Finger of Death->Reverse Gravity
Flesh to Stone->Cone of Cold
Inflict Moderate Wounds->Death Knell
Sleep->Doom
Slow->Contagion
Telekinesis->Slay Living
Dispel Magic->Animate Dead
Scorching Ray->Ray of Darkness(as Scorching ray except negative energy damage)
Paralysis->Unchanged
Cause Fear->Unchanged
Daze->Inflict Minor Wounds
Mage Hand->Ghost Sound
Ray of Frost->Unchanged
Magic Missile->Unchanged
Burning Hands->Obsuring Mist
Wall of Ice->Unchanged
Minor Image->Ghoul Touch
Enlarge or Reduce->Inflict of Cure Light Wounds
Identify or Legend Lore->Destruction
Transmute Form->Unchanged
Spell Turning->Bigby's Grasping Hand
Emotion->Fear
Heal->Harm
Dispel Magic->Inflict Seerious Wounds
Tongues->Animate Dead
Silent Image->Cause Fear
Protection from Good/Evil/Law/Chaos->Chill Touch
Chain Lightning->Disintegrate
Cone of Cold->Unchanged
Dominate Monster->Energy Drain
Hold Monster->Cloudkill
Major Creation->Dispel Good
Mass Charm->Trap the Soul
Mass Suggestion->Eyebite
Spell Immunity->Unholy Blight
Temporal Stasis->Unchanged
True Seeing->Ice Storm
Detect Thoughts->Chill Metal
Major Image->Blindness/Deafness
Greater Shadow Evocation->Horrid Wilting
Teleport->Unchanged
Message->Detect Magic
Suggestion->Sleet Storm
Airbolt->Darkblast (1d6/level negative energy)
Water Breathing->Poision
Hold Person->Paralize
Charm Monster->Blight
Scorching Ray->Darkness
Burning Hands->Chill Touch
Otiluke's Resilient Sphere->Ice Storm
Reverse Gravity->Unchanged
Blade Barrier->Otiluke's Freezing Sphere
Shatter->Ghoul Touch
Heat Metal->Chill Metal
Fireball->Contagion
Wall of Fire->Wall of Ice
Grease->Doom
Entangle->Magic Missile
Arcane Lock->Chill Touch

Special Qualities: As lich (MM p.167)
Abilities: As lich (MM p.167)
Skills: As lich (MM p.167)
CR: +2
Foolosophy

04-03-04, 04:04 PM
cool :D I'm gonn use this in a higher level campaign at some point where a war of 4 powerful eye tyrants is causing quite some apocalypse across some yet to be determined part of faerun

featuring:

a beholder ghost (monsters of faerun i think)
a beholderlich
a half-illithid beholder (mindwitness from underdark sourcebook, scary thing)
and a beholdermage
Ulitharid Lord

04-03-04, 06:42 PM
Beholder-kin Crusher

Large Aberration

Hit Dice: 8d8+32 (68 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Slam +11 melee (1d6 +6)
Full Attack: Slam +11 melee (1d6 +6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crush 1d8+11, stunning gaze, improved grab
Special Qualities: Darkvision 60ft., flight
Saves: Fort +6, Ref +4, Will +10
Abilities: Str 22, Dex 14, Con 18, Int 15, Wis 15, Cha 13
Skills: Hide +9, Knowledge (arcana) +11, Listen +6, Search +11, Spot +11, Survival +4
Feats: Flyby Attack,Improved Initiative,Iron Will

Environment: Cold hills
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Crushers are giant hand with a large eye in the center of the palm. Crushers, unlike normal Beholders are physically powerful but lack eye rays.

COMBAT
A Crusher loves melee combat, and like to grab an opponent and squeeze it to death while pounding anouther to a pulp.
Improved Grab (Ex): To use this ability, the Crusher must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can crush the opponent.
Crush (Ex): On a successful grapple check, the crusher deals 1d8+11 points of damage.
Stunning Gaze (Su): Stun for 1 round, 30 feet, Will DC 15 negates. The save DC is Charisma-based. Any creature meeting the Crusher's central eye is subject to its stunning gaze attack. It takes a standard action to use the gaze attack.

(Beholderlich template updated to support Crusher)
Ulitharid Lord

04-04-04, 12:57 PM
Beholder-kin Destroyer

Huge Aberration

Hit Dice: 15d8+105 (172 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 31 (-2 size, +5 Dex, +18 natural), touch 13, flat-footed 26
Base Attack/Grapple: +11/+29
Attack: Slam +19 melee (2d10 +10)
Full Attack: Slam +19 melee (2d10 +10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Powerful charge 4d8+15, eye rays
Special Qualities: All-around vision, cone of animate objects, darkvision 60ft., flight
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 30, Dex 20, Con 25, Int 13, Wis 12, Cha 12
Skills: Hide +7, Knowledge (arcana) +11, Listen +13, Search +11, Spot +13, Survival +5
Feats: Alertness, Awsome Blow, Flyby Attack, Improved Bull Rush, Improved Initiative, Power Attack

Environment: Cold hills
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: -

Destroyers are beholder-kin covered in metallic plate and spikes.

COMBAT
A Destroyer charges into a group of opponents, using its eye rays and slam attack.
Eye Rays (Su): Each of the Destroyers ten eye ray resembles a spell cast by a 13th level caster. Each eye ray has a range of 150 ft. and a save DC of 18. The save DC is Chasma-based. The ten eye rays include:
Scorching Ray: This works like the spell.
Burning Hands: This works like the spell.
Disintegrate: This works like the spell.
Otiluke's Resilient Sphere: This works like the spell.
Reverse Gravity: This works like the spell except it affects one creature and they fall to a maximum of 100 ft.
Blade Barrier: This works like the spell.
Shatter: This works like the spell.
Heat Metal: This works like the spell.
Fireball: This works like the spell.
Wall of Fire: This works like the spell.
Cone of Animate Objects (Su): A Destroyers central eye continually produces a 150 ft. cone of animate objects. This functions just like an animate objects spell cast by a 13th level cleric. Once each round, during its turn, the Destroyer decides whether the cone is active or not.

(Beholderlich template updated to support Destroyer)
Ulitharid Lord

04-04-04, 03:02 PM
Beholder-kin Interceptor

Medium Aberration

Hit Dice: 4d8+4 (22 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+1
Attack: Bite +1 melee (1d6 -2)
Full Attack: Bite +1 melee (1d6 -2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, darkvision 60ft., flight, antimagic cone,
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 6, Dex 20, Con 12, Int 14, Wis 12, Cha 12
Skills: Escape Artist +9, Hide +9, Listen +5, Move Silently +9, Search +6, Spot +5, Survival +5
Feats: Flyby Attack,Improved Initiative

Environment: Cold hills
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

Interceptors are beholder-kin that have a snake-like body, 1 central eye and 4 smaller eyestalks.

COMBAT
A Interceptor charges into a group of opponents, using its eye rays.
Eye Rays (Su): Each of the Interceptor five eye ray resembles a spell cast by a 4th level caster. Each eye ray has a range of 150 ft. and a save DC of 13. The save DC is Chasma-based. The five eye rays include:
Slow: This works like the spell.
Grease: This works like the spell.
Entangle: This works like the spell.
Arcane Lock: This works like the spell.
Otiluke's Resilient Sphere: This works as the spell. The Interceptor must focus all eyes to use this.
Antimagic Cone (Su): A Interceptors central eye continually produces a 60 ft. cone of antimagic. This functions just like an Antimagic Field spell cast by a 4th level sorcerer. Once each round, during its turn, the Interceptor decides whether the cone is active or not.

(Beholderlich template updated to support Interceptor)
Metagaming Mike

04-05-04, 02:14 AM
Unless I've been missing something, I don't see why Beholder Mages can't just become liches. In fact, I played a Beholder Mage Lich in a high-level campaign once and I'd be willing to bet he could beat up any of the beholderliches. I suppose this could work if a beholder wanted to keep its eye or not learn magic, but I'd like to see more on the process of becoming a beholderlich. After all, that antimagic eye is tough to work around!

A bit off topic, but I'm just thinking: Could beholders get spells granted to them by a deity? Once again, the antimagic eye would make this difficult, but maybe a beholder could gouge out his eye to pursue a life of devotion to some dark deity. I mean, if monks can take a vow of silence...
Ulitharid Lord

04-05-04, 05:46 PM
Becoming a Beholderlich has the same requirments as a regular lich, except that its eye rays count as spells and it can also become a beholderlich if it has a manifester level of 11th or higher. Beholderlichs, instead of creating a phylactery, travel to the layer of the Great Mother Beholder in the abyss and undergo a ritual. Instead of a phylactery, a new eye appears near the place where the ritual was conducted which, unlike the others, has the same stats of the phylactery, is tiny, red and if you look into the eye, you can see an image of the Beholderlich that the eye belongs to.