Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:Ī 50-foot-square area of ground within 120 feet of the beholder becomes slimy that area is difficult terrain until initiative count 20 on the next round. ![]() Poor Mouth (Ex): The beholder's mouth is ill-suited to combat, and is treated as a secondary attack.When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. In fact, a dead beholder will slowly rise if not tethered or the gas sacs punctured. Thus, a beholder, even unconscious, never falls. Naturally Bouyant (Ex): Beholders are capable of flight through sacs filled with a naturally produced gas that makes them lighter than air. Inflict Moderate Wounds, Slow, Stone to Flesh and Telekinesis While it is possible for different species of beholders to have different spells delivered in this method, the typical beholder has the following spell-like effects: Charm Monster, Disintegrate, Deep Slumber, Fear, Finger of Death, Flesh to Stone. The saving throw DCs for all of the effects are equal to 10 + 1/2 the beholder's Hit Dice + Chr modifier, so the typical beholder's eyes would be DC:18. All eye rays can be used at will.Įach successful ranged touch attack delivers a spell-like ability with a caster level equal to the beholder's Hit Dice (CL: 13th) and an appropriate saving throw to resist. Neither option provokes an attack of opportunity. ![]() The beholder can use up to all of its eye rays as a full round action. A single eye ray can be used a standard action. Remove Blindness / Deafness and similar effects remove the blindness conditions from all affected eyes with a single casting.Įye Rays (Su): A beholder has ten eye stalks, each capable of triggering a ray as a ranged touch attack with a range of 150 feet. However, a blinded eye cannot use its special effect (either Antimagic Cone or Eye Ray) until the blindness effect is removed from that specific eye. This allows it to still see clearly until all eleven eyes are blinded and keep its all-around vision until each of the ten eye stalks are blinded. Otherwise, the cone remains in the same position, relative to the beholder, when the beholder stopped moving.īlindness Vulnerability (Ex): If a beholder is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into effect. Whenever the beholder uses a move action to move, or if he is moved involuntarily, he can move the starting point to any intersection that is on the edge of his squares and redirect the cone. The beholder can close and open this eye as a swift action or a free action, allowing the beholder to close the eye at the beginning of its turn as a swift action and reopen it at the end of his turn. ![]() The eye rays of the beholder cannot enter the effect of its own antimagic cone. Treat this as Antimagic Field with a caster level equal to the beholder's Hit Dice. Skills: Fly +20, Intimidate +18, Knowledge (arcana) +19, Perception +18,Spellcraft +19, Stealth +14, Survival +18Īntimagic Cone (Su): The central eye of the beholder generates a constant 150 foot cone-shaped effect, in which all magic is suppressed. Str 10, Dex 14, Con 18, Int 17, Wis 15, Chr 15įeats: Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Weapon Focus (ray) Ranged: Eye Ray +12 ranged touch (DC: 18) Init: +6 Senses: All-around vision, darkvision 60 ft Perception +18ĪC: 26, Touch 11, Flat-Footed 24 (-1 size, +2 Dex, +15 natural)
0 Comments
Leave a Reply. |