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Beholder
Size & Type (subtype):Large AberrationHit Dice:11d8+11 (60)
Initiative:   +4 (Improved Initiative)   Speed:   5 ft., fly 20 ft. (good)  
Armor Class:   20 (-1 size, +11 natural)   Attacks:   Eye rays +7 ranged touch, bite +2 melee  
Damage:   Bite 2d4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Eye rays   Special Qualities:   All-around vision, antimagic cone, fly  
Saving Throws  Fortitude: 4  
Reflex: 3  
Will: 11  
Abilities:   Str: 10
Dex: 10
Con: 12
Int: 17
Wis: 15
Cha: 15
Skills:   Hide +7, Knowledge (arcana) +10, Listen +15, Search +18,Spot +20   Feats:   Alertness, Flyby Attack, Improved Initiative, Iron Will,Shot on the Run  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or cluster (3-6)  
Challenge Rating:   13   Challenge Rating Value:   13  
Treasure:   Double standard   Alignment:   Usually lawful evil  
Advancement:   12-16 HD (Large); 17-33 HD (Huge)  

Description:  

Beholders speak their own language and the Common tongue.

Combat

Eye Rays (Su): Each of the ten small eyes can produce a magical ray once a round, even when the beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye's effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 18.

  • Charm Person: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside.
  • Charm Monster: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm person ray.
  • Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Beholders like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but they also know that doing so takes time and can delay an effective counterattack.
  • Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration.)
  • Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat.
  • Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.
  • Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death rays. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.
  • Inflict Moderate Wounds: This works just like the spell, causing 2d8+10 points of damage (Will half).
  • Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.
  • Telekinesis: The beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
  • All-Around Vision (Ex): Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.

Antimagic Cone (Su): A beholder's central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature's front. This functions just like antimagic field cast by a 13th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed-even the beholder's own eye rays. Once each round, during its turn, the beholder decides which way it will face, and whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye). Note that a beholder can bite only creatures to its front.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002