id | 11 |
---|---|
Name | Beholder |
SizeAndType | Large Aberration |
HitDice | 11d8+11 (60) |
Initiative | +4 (Improved Initiative) |
Speed | 5 ft., fly 20 ft. (good) |
ArmorClass | 20 (-1 size, +11 natural) |
Attacks | Eye rays +7 ranged touch, bite +2 melee |
Damage | Bite 2d4 |
FaceAndReach | 5 ft. by 5 ft./5 ft. |
SpecialAttacks | Eye rays |
SpecialQualities | All-around vision, antimagic cone, fly |
Saves_Fort | 4 |
Saves_Ref | 3 |
Saves_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 |
ClimateAndTerrain | Any land and underground |
Organization | Solitary, pair, or cluster (3-6) |
ChallengeRating_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.
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. |