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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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