Page 141 - Lords of Madness: The Book of Aberrations
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weakness is its lack of mobility; when faced with a foe that that cast the spell in question; if successful, it is immune to
uses greater mobility to stay out of range of its eye rays, an that casting of that particular spell. If the spell affects mul-
overseer typically retreats to plot revenge on its own terms. tiple targets or an area, it affects any other targets or the area
Most overseers keep at least one magic item that allows some normally, but the overseer remains immune to its effect. An
form of teleportation handy for just such an event. overseer cannot use this eye ray if it is considered flat-footed
Command Beholder (Sp): An overseer can use dominate against the source of the spell.
monster at will as a spell-like ability (caster level 14th), but only Reactive Spell Turning: Once per round, this eye can be used
against beholders and beholderkin (except for hive mothers to reflect a single-target spell that targets the overseer back to
and other overseers). A beholder can resist this effect with a its source as an eye ray. The overseer must hit the source with
DC 23 Will saving throw. The save DC is Charisma-based. This
the eye ray; otherwise, the reflected spell dissipates harmlessly.
CHAPTER 8 NEW MONSTERS is the equivalent of a 9th-level spell. An overseer cannot use this eye ray if it is considered flat-footed
against the source of the spell.
The maximum number of beholders an overseer can com-
Stunning: The target must succeed on a Fortitude save or be
mand at one time equals its Hit Dice plus its Charisma modifier.
Thus, the average overseer can command up to 20 beholders
stunned for 1d4 rounds.
or beholderkin at a time.
Suggestion: The target must succeed on a Will save or be
If an overseer loses control of a dominated beholder (as is affected as though by the spell.
the case if a dominated beholder is in the antimagic cone of Telekinesis: An overseer can move objects or creatures that
another beholder), the overseer can immediately sense the loss weigh up to 350 pounds, as though with a telekinesis spell.
of control and knows the position and distance to the beholder Creatures can resist the effect with a successful Will save.
at the time control was lost. If control does not return within Temporal Stasis: The target must succeed on a Fortitude save
a few rounds, the overseer seeks out the rogue beholder to or be affected as though by the spell.
investigate and possibly punish it. Improved Grab (Ex): To use this ability, an overseer must
Constrict (Ex): An overseer deals 1d6+6 points of damage hit with its bite attack. It can then attempt to start a grapple
with a successful grapple check. as a free action without provoking attacks of opportunity.
Eye Rays (Su): Each of a director’s thirteen small eyes can If it wins the grapple check, it establishes a hold and can
produce a magical ray once per round as a free action (except constrict.
for its major creation eye ray; see below). An overseer’s long Fungus (Ex): An overseer’s protective layer of thick, wiry
branches allow it to aim up to five eye rays at targets in any fungus provides a +6 armor bonus to its Armor Class. This
given 90-degree arc. It typically attacks with only four rays in fungus doesn’t impede or restrict the overseer’s movement
any round, leaving it with the option to use its reactive spell in any way. The fungus reacts to the overseer’s moods, and
turning or reactive spell immunity eye ray as needed. changes color as the beholderkin’s emotions change.
Each ray has a range of 180 feet, a save DC of 23, and a caster
level of 14th. The save DCs are Charisma-based. The thirteen SPECTATOR
eye rays include: Medium Aberration (Extraplanar)
Chain Lightning: This works like the spell, except that if the Hit Dice: 4d8+8 (26 hp)
eye ray misses the initial target, the effect is wasted. Only if the Initiative: +5
initial target is hit does the lightning arc to other targets. Speed: 5 ft. (1 square), fly 20 ft. (good)
Crushing Despair: This works like the spell, except that it Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
affects only a single target (Will save negates). Base Attack/Grapple: +3/+3
Dominate Person: The target must succeed on a Will save or Attack: Eye rays +4 ranged touch attack and bite +3 melee
be affected as though by the spell. (1d6)
Greater Dispel Magic: This works like the spell, except that Full Attack: Eye rays +4 ranged touch attack and bite +3
an overseer cannot perform an area dispel. If it wishes, it can melee (1d6)
prepare an action to use this eye to perform a counterspell, Space/Reach: 5 ft./5 ft.
but if it does so, it must successfully hit the spellcaster in Special Attacks: Eye rays, spell-like abilities
question. Special Qualities: All-around vision, darkvision 60 ft., flight,
Hold Monster: This works like the spell (Will negates). planar fast healing, spell turning, spell resistance 12
Major Creation: An overseer uses this eye ray to create mis- Saves: Fort +3, Ref +2, Will +5
cellaneous gear and equipment for itself or its minions (as the Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 15
spell) as it deems necessary. It has no offensive function. This Skills: Knowledge (the planes) +9, Listen +3, Search +13, Sense
eye ray requires a full-round action to use. Motive +8, Spot +14, Survival +1 (+3 following tracks)
Polar Ray: The target takes 14d6 points of cold damage. Feats: Alertness , Flyby Attack, Improved Initiative
B
ReactiveSpell Immunity: Once per round, this eye can be used Environment: Clockwork Nirvana of Mechanus
to negate a single spell that affects the overseer as the spell is Organization: Solitary, pair, or cluster (3–6)
being cast. The overseer must successfully hit the creature Challenge Rating: 4
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