Nyssian Beholder
LE (Varies) Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 Natural) (plus +1 natural AC /new HD)
hp 30hp (4d8+12 con)
Fort +4, Ref +3, Will +4
OFFENSE
Speed fly 20 ft (good), 6-9 eyes (40 ft fly), 10+ eyes (60 ft fly)
Melee Natural Attack +3 (1d6+0)
Ranged Weapon +5 ranged touch, Bite +0 (1d6)
Special Attacks Eye Rays Attacks (CL 4th +1/HD)
STATISTICS
Str 10, Dex 15, Con 16, Int 14, Wis 10, Cha 8
Base Atk +3 CMB +3 CMD 15
Feats Improved Initiative, Flyby Attack
Skills Skills: Intimidate: +6, Fly +15, Knowledge (arcana)+8, Perception +8, Move Silently +9 (Bonus: Gain +12 in Fly)
Languages Xaositic, Common, Giant, Minotaur
ECOLOGY
Environment Usually Remote Locations
Organization Solitary, pair or clutch (4-12), Hive (10-200)
Treasure Value Standard
Advancement Range: by eye magics, 8+ eyes (Large)
Nysarian beholders begin with four eye magics and they increase in skills & new eye powers as they advance in HD. Their eye magics are not fixed, so no two beholders have the same powers, though each colour has a defined range. Most hives are made up of a mix of HD. 75% are 6 HD or lower, and the remainder are usually evenly distributed. Usually there is no more than one hive Master at 12 HD or higher.
There are at least seven known beholder types: white, red, black, blue, purple, gold and pariahs. The first four have hives across the domain, each controlled by a singular Hive Master. Obsessed with prestige they endlessly scheme for wealth and position while obeying their Master’s rules. Each believes they are the ideal beholder type, killing any other they see of a a different colour. Pariahs are those who fail to fit into the other standard beholder groups, hunted down by all others including their own. These are sexless beings, seemingly random beholders in the tribe become impregnated by magic and give birth to dozens of mini beholders, the strongest ones usually devour the weaker ones within a few hours of their expulsion from their dead parent. The common eye magics for each type is below, most individuals of that colour have those powers.
Many beholders must leave the hive tribe in order to survive, as beholders rarely tolerate anyone who fails or doesn't obey the will of the hive. Some will ally with external leaders and excel in humanoid military or church hierarchies, quickly moving up the ranks for their powers and cunning. Seeing weakness as an opportunity, they eliminate anyone who has failed to live up to expectations – either former subordinates or masters in the humanoid hierarchies. Depending upon their success, the adopting group may not accept the beholder very long before sending them out on a disguised suicide mission. Those of 9 HD or higher will most often return to a hive.
Humanoid communities mercilessly hunt and destroy beholder hives. Nobody really takes the time to know who or what these things are, they just attack and hope that there are no higher level monsters there. Though few have seen a violent beholder as the Purple colour type are predominant in large communities, virtually everyone in the land has heard stories of entire cities being taken prisoner by these vile abominations.
Combat
As they age they gain more eye-powers, to randomly determine their powers the DM should roll to determine which eye stalks. Roll 2d4, (then 2d6, 2d8 & 2d10 on each new HD) to determine the eye power for their HD. Duplicates eyes are possible. Since beholders, unlike a spell-caster, never has to worry about running out of spells, they can freely use their most powerful power on the most dangerous individual every round. They can use no more than 1/3 of their eyes in any direction at any time, except for pointing at something directly above or below them.
Beholders should have +1 eye power, +1 AC, increase in skills (4/level) and feats per HD. They also gain +1 in two ability scores every HD. Their telekinesis eye-ray can move 25 pounds per additional HD after their base.Their spells saves are determined by the spell level plus HD. Hive Masters have 16 or more eye-stalks plus the unique middle eye ability as determined by their colour.
Types
Black Beholders: The most well known of beholders for adventurers, they use their middle eye to drain dexterity. Opulence is a major motivator to these creatures; they enjoy showing off their wealth. Incapable of taking a joke or criticism; black beholders remember insults for decades. These beholders prefer creatures in total submission, eliminating servants who deviate from their exacting orders.
Blues Beholders: One of the most active beholders, they are experts at evasion and stealth. Unlike many of the other types of beholders, they prefer to work alone doing missions. They do not work well with others, and generally do not take orders from others they consider beneath them. Blues have a short polymorphic self effect that they use to talk with others and to eat, as they are the only type not to naturally have telekinesis as one of their primary powers. They are unable to use any of their eye-effects while polymorphed, but they can change back to their natural form as a free action. Individual Blues prefer to lair in cities, hiding from anyone that might hunt them down.
Gold: The only known good aligned beholder, assumed by many to be merely legend. They usually reside near remote planar portals as their preferred goal is to make allies or find a safe home. Unlike every other type of beholder, gold beholders are not born, instead they are individuals who have gone through a transformation - all of their eye magics are changed although they do not lose HD levels. Next to the pariahs, they are the most despised so they do not advertise their locations. Most are gregarious creatures, adoring innocence, youth and the zeal of faith - they can be gracious hosts when given a chance, but they do not abide evil. Their middle eye induces a blissful relaxation, negating the desire or thought to do harm to others.
Pariah Beholders: This is the standard type found in other Monster Manuals. They are mostly individuals, who are rarely found in hives. However, since their average HD is much higher than a typical Nyssian Beholder, they are safe as long as they do not make their presence well known.
Purple Beholders: Quite sophisticated and civilized, as devout worshipers of lawful deities they often serve lawful neutral churches or other groups. Accepted in many cities, they are frequently employed as bodyguards or wardens in prisons. They are the least likely to kill an opponent, preferring to capture and interrogate foes. Their primary residences are in Phaetox or other humanoid cities; they are by habit social creatures and understand that one individual is more easier accepted as opposed to groups of them. Always use their View Alignment ability to makes other creatures alignment visible to gauge ally from potential foe. Their middle eye acts as an unerring dimensional anchor in a 200 ft radius.
Red Beholders: Considered mad by the other types, they are the least likely to team up with others, including their own kin. They lair in the most inhospitable locations; partial to commanding evil races to co-ordinate strategic attacks. Reds enjoy playing sadistic games with both their minions and enemies, but they also have manic tempers causing them to go on unpredictable murderous rampages. They have a soft spot for physical art, and many will secretly sponsor painters & sculptors as it is said they understand an artists temperament. Their middle eye creates a confusion field wherein all non-chaotic creatures do not get a save; chaotic creatures can save every round to avoid the affect.
White Beholders: Perhaps the most powerful type, they seek isolation over wealth. Their middle eye creates a powerful Domination effect, non-lawful creatures do not get a save to avoid. While isolationists, they plot attacks, raiding once or twice a year to eliminate rivals or seize items. They never converse with enemies eliminating them as expediently as possible and then speak with dead if needed. In addition, the middle eye also controls undead as a priest of their same level. Dead creatures in the range of a beholder’s central eye for five or more rounds arise as zombies under their control. They can control five times their level in undead HD.
Black Middle Eye: Drains 3-8 dexterity, then 2 additional points every additional round
A Charm Person 10 Dominate Person
B Ray of Enfeeblement 11 Enervation
C Hold Person 12 Feeblemind
D Telekinesis 13 Interposing Hand
2 Magic Missile 14 Confusion
3 Inflict Moderate Wounds 15 Forceful Hand
4 Sound Burst 16 Blasphemy
5 Fear 17 Mage's Sword
6 Lightning Bolt 18 Disintegrate
7 Meld into Stone 19 Flesh to Stone
8 Stoneskin 20 Spell Turning
9 Gaseous Form
Blue Middle Eye: Baneful Polymorph (only as long as the creature is in the ray field plus 1d6 rounds)
A Charm Person 10 Confusion
B Ray of Enfeeblement 11 Inflict Serious Wounds
C Hold Person 12 True Seeing
D Polymorph Self (5 minutes) 13 Slow
2 Pass thru Stone (1d4 rounds) 14 Dimension Door (1d6 rounds)
3 Vampiric Ray 15 Ethereal Jaunt
4 Blindness 16 Finger of Death
5 Hypnotic Pattern 17 Divert Energy
6 Discern Lies 18 Flesh to Stone
7 Telekinesis 19 Feeblemind
8 Suggestion 20 Disintegrate
9 Hold Monster
Gold Middle Eye: Bliss, unable to take violent action, negates rage or other mind control affects.
A Know Alignment 10 Legend Lore
B Ray of Enfeeblement 11 Inflict Serious Wounds
C Hold Person 12 True Seeing
D Telekinesis 13 Dismissal
2 Hideous Laughter 14 Repulsion
3 Irresitible Dance 15 Forced Cage
4 Blindness 16 Grasping Hand
5 Hypnotic Pattern 17 Divert Energy
6 Discern Lies 18 Flesh to Stone
7 Searing Light 19 Feeblemind
8 Suggestion 20 Conversion - changes alignment to LG, lasts d6+cha bonus 9 Hold Monster after ray is focused on the target.
Purple Middle Eye acts a Dimensional Anchor (No saving throw)
A Charm Person 10 Legend Lore
B Ray of Enfeeblement 11 Pain
C Hold Person or View Alignment 12 True Seeing
D Telekinesis 13 Analyze Magic
2 Hideous Laughter 14 Repulsion
3 Acid Arrow 15 Forced Cage
4 Blindness 16 Grasping Hand
5 Arcane Sight 17 Disintegrate
6 Discern Lies 18 Flesh to Stone
7 Searing Light 19 Feeblemind
8 Suggestion 20 X-Ray
9 Hold Monster
Red Middle Eye: Confusion, no save for non-chaotic creatures unless protected by magic
A Telekinesis 10 Chaos Hammer
B Ray of Enfeeblement 11 Dimension Door
C Charm Person 12 Flame Strike
D Hold Person 13 Discord
2 Command 14 Animate Objects
3 Hypnotic Pattern 15 Irresistible Dance
4 Heat Metal 16 Ethereal Jaunt
5 Hold Monster 17 Reverse Gravity
6 Deep Slumber 18 Finger of Death
7 Inflict Serious Wounds 19 Flesh to Stone
8 Slow 20 Baneful Polymorph
9 Vampiric Ray
White Beholder Middle Eye: Domination, no save for non-lawful creatures unless protected by magic
A Telekinesis 10 Divert Energy
B Turn Flesh to Ice 11 Dismissal
C Blade Barrier 12 Baneful Polymorph
D True Seeing 13 Wall of Ice
2 Shocking Ray 14 Cone of Cold
3 Charm Person 15 Mind Fog
4 Chill Metal 16 Freezing Sphere
5 Clairvoyance 17 Harm
6 Ray of Enfeeblement 18 Finger of Death
7 Hold Person 19 Spell Turning
8 Deep Slumber 20 Disintegrate
9 Dispel Magic
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