Page 140 - Lords of Madness: The Book of Aberrations
P. 140
The baleful flash blinds creatures for 2d6 rounds and stuns Space/Reach: 10 ft./10 ft.
them for half the duration of the blindness. A DC 22 Fortitude Special Attacks: Command beholder, constrict 1d6+6, eye rays,
save negates the stun and reduces the blindness to dazzled. improved grab
Sightless creatures are immune to this attack. The save DC is Special Qualities: All-around vision, darkvision 60 ft., fungus,
Constitution-based. spell resistance 23
Constrict (Ex): An eye of the deep deals 2d6+5 points of Saves: Fort +12, Ref +5, Will +13
damage with a successful grapple check. Abilities: Str 22, Dex 13, Con 22, Int 20, Wis 18, Cha 22
Eye Rays (Su): Each of an eye of the deep’s two small eyes Skills: Knowledge (any four) +22, Listen +21, Search +22, Spot
can produce a magical ray once per round as a free action. Each +21, Survival +4 (+6 following tracks)
B
ray has a range of 150 feet and a save DC of 18 (caster level 12th). Feats: Alertness , Enlarge Spell, Great Fortitude, Improved
The save DCs are Charisma-based. The two eye rays include: Initiative, Metaray†, Maximize Spell
Hold Monster: The target must succeed on a Will save or be † New feat described on page 45.
affected as though by the spell. Environment: Cold hills MONSTERS NEW CHAPTER 8
Cone of Cold: This works like the spell, but affects only the Organization: Solitary, pair, or grove (2–4 plus 3–6 beholders
creature touched by the ray (Reflex save for half). and 3–6 directors)
Improved Grab (Ex): To use this ability, an eye of the Challenge Rating: 15
deep must hit with its claw attack. It can then attempt to Treasure: Double standard
start a grapple as a free action without provoking attacks of Alignment: Always lawful evil
opportunity. If it wins the grapple check, it establishes a hold Advancement: 15–28 HD (Huge); 29–42 HD (Gargantuan)
and can constrict. Level Adjustment: —
Persistent Image (Sp): As a standard action, an eye of the
deep can create a persistent image (as the spell at caster level This creature resembles a black, rubbery tree of undulant fl esh.
12th). The eye of the deep cannot use its eye rays Thick, matted sheets of wiry fungus grow all over its surface. The
in the same round that it casts persistent image. tree’s thirteen gnarled branches each end in a single large eye. Three
fanged maws gurgle lower on the tree’s trunk, and it supports
OVERSEER itself with a thick, coiling mass of eight long tentacles.
Large Aberration Illus. by C. Fix
Hit Dice: 14d8+84 (147 hp) Overseers serve hive mothers as subordinates in
Initiative: +5 large beholder communities, similar to the way
Speed: 5 ft. (1 square) humanoid rulers employ others as guards or
Armor Class: 30 (–1 size, +1 Dex, +6 fungus armor, governors. The rare overseer that does not belong
+14 natural), touch 10, flat-footed 29 to a beholder community seeks out societies of other
Base Attack/Grapple: +10/+20 creatures to infiltrate and dominate from behind the
Attack: Eye rays +10 ranged touch and scenes. An overseer is uncomfortable without a large
tentacle +15 melee (1d6+6) number of subservient minions to tend to its real (or
Full Attack: Eye rays +10 ranged touch imagined) needs.
and 8 tentacles +15 melee (1d6+6) An overseer is normally about 15 feet tall and
and 3 bites weighs 4,000 pounds. They speak Beholder and
+10 melee Common.
(1d8+3)
Combat
Unlike most other beholderkin, overseers
have a large number of physi-
cal attacks that they can
use in melee combat to
great effect. Neverthe-
less, they prefer to
Overseer let their minions
handle such crude
activities as melee
combat, and con-
centrate on using their
eye rays against
enemies. An
overseer’s greatest
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