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Beholder

If floats before you, a bulbous body with a central, unblinking eye,


and a large maw filled with daggerlike teeth. Smaller eyes, attached
to wriggling stalks, sprout from the top of the orblike body.

. BEHOLDER CR 13.
LE Large aberration (beholder)
Init +8; Senses all-around vision, darkvison 60 ft.; Perception +26
DEFENSE
AC 30, touch 13, flat-footed 26 (+4 Dex, +17 natural, -1 size)
hp 149 (13d8+91)
Fort +12, Ref +10, Will +14
OFFENSE
Speed 5 ft., fly 20 ft. (good)
Melee bite +12 (2d4+3)
Space 10 ft.; Reach 5 ft.
Special Attacks eye rays (+14 ranged touch)
STATISTICS
Str 14, Dex 18, Con 22, Int 21, Wis 19, Cha 19
Base Atk +10; CMB +17; CMD 27 (can’t be tripped)
B
Feats Alertness , Ability Focus (eye rays), Great Fortitude,
Improved Initiative, Iron Will, Lighting Reflexes, Toughness,
Weapon Focus (eye ray)
Skills Bluff +17, Fly +22, Intimidate +20, Knowledge (arcana) +18,
Knowledge (dungeoneering) +18, Perception +26, Stealth +16, Beholder Subtype: Beholders are subterranean evil aberrations.
Survival +20, Spellcraft +18; Racial Modifiers +4 Perception Beholders possess a particular suite of traits (unless otherwise
Languages Beholder, Common noted in the creatures entry) as summarized:
ECOLOGY • Eye Rays (Su) Each of a beholder’s small eyes can produce a
Environment cold hills magical ray once per round as a free action. During a single
Organization solitary, pair, cluster (3-6) round, a creature can aim only two eye rays (gauth) or three
Treasure double eye rays (beholder) at targets in any one 90-degreee arc (up,
SPECIAL ABILITIES forward, backward, left, right, or down). The remaining eyes
Eye Rays (Su) Each of a beholder’s ten eye rays resembles a spell must aim at targets in other arcs, or not at all. A beholder can
cast by a 13th level caster. Each eye ray has a range of 150 feet tilt and pan its body each round to change which rays it can
and a save DC of 22. The save DCs are Charisma based. Ten eye bring to bear in any given arc.
rays include: • All-Around Vision (Ex) Beholders are exceptionally alert and
• Charm Monster: The target must succeed on a Will save or be circumspect. Their many eyes give them a +4 racial bonus on
affected as though by the spell. Perception checks, and they can’t be flanked.
• Charm Person: The target must succeed on a Will save or be • Flight (Ex) A beholder’s body is naturally buoyant. This
affected as though by the spell. buoyancy allows it to fly at a speed of 20 feet. This buoyancy
• Disintegrate: The target must succeed on a Fortitude save or be also grants it a permanent feather fall effect (as the spell) with
affected as though by the spell. personal range.
• Fear: This works like the spell, except that it targets one creature.
• Finger of Death: The target must succeed on a Fortitude save or
be slain as though by the spell. The target takes 3d6+13 points
of damage if its saving throw succeeds.
• Flesh to Stone: The target must succeed on a Fortitude save or
be affected as though by the spell.
• Inflict Moderate Wounds: This works like the spell, causing
2d8+10 points of damage (Will half).
• Sleep: This works like the spell, except that it affects one
creature with any number of Hit Dice (Will negates).
• Slow: This works like the spell, except that affects one creature.
• Telekinesis: A beholder can move objects or creatures that
weigh up to 325 pounds, as though with a telekinesis spell.
Antimagic Cone (Su) A beholder’s central eye continually
produces a 150-foot cone of antimagic. This functions just like
antimagic field (caster level 13th). Once each round, during its
turn, the beholder decides whether the antimagic cone is active
(the beholder deactivates the cone by shutting its central eye).

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