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| Ulitharid Lord04-03-04, 09:13 AM | Beholderlich ________________________________________ 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 Lord04-03-04, 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 |
| Foolosophy04-03-04, 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 Lord04-03-04, 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 Lord04-04-04, 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 Lord04-04-04, 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 Mike04-05-04, 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 Lord04-05-04, 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. |