Page 44 - Lords of Madness: The Book of Aberrations
P. 44

Entry Requirements                                    A beholder mage combines the best of two worlds; it can
           Race: True beholder (beholderkin cannot become beholder   learn new spells as a wizard can, and there is no upper limit
           mages).                                          to the number of spells it can learn and know. However, it
           Special: Must put out central antimagic eye.
                                                            casts its spells on the fly like a sorcerer. A beholder mage of

                                                            high level typically knows a huge number of spells and can
        CLASS FEATURES                                      call upon any one of them at any time, providing it has a spell
          All  the  following  are  class  features  of  the  beholder  mage   slot open of the appropriate spell level.
          prestige class.                                     Starting at 1st level, whenever a beholder mage gains the
            Spells: A beholder mage gains the ability to cast arcane   ability to cast a new level of spells, it must sacrifice the use

          spells. These spells are drawn from the sorcerer/wizard spell   of its eye rays from one of its ten small eyestalks. From then
          list.  At  1st  level,  a  beholder  mage  masters  all  the  cantrips   on, that eyestalk casts spells of that level and is referred to as
          detailed in the Player’s Handbook and also knows two 1st-level   a spell-stalk. At 10th level, all of its eyestalks are spell-stalks.  TYRANTS  CHAPTER 3
          spells. Each time it gains a level, it automatically learns two     As with its eye rays, casting a spell from a spell-stalk is a free   THE EYE
          more spells of any level it can cast.             action (although a single spell-stalk can cast only one spell
            To learn or cast a spell, a beholder mage must have an Intel-  per round). The spell is technically considered a cast spell
          ligence score equal to at least 10 + the spell level. The Difficulty   (as opposed to the use of a spell-like ability), and thus the act

          Class for a saving throw against a beholder mage’s spell is 10 +   of casting provokes attacks of opportunity normally. A spell
          the spell level + the beholder mage’s Intelligence modifier. A   cast from a spell-stalk otherwise resolves normally; unlike

          beholder mage’s spells function at a caster level equal to twice   an eye ray, it does not need to make a ranged touch attack to
          its beholder mage level.                          successfully strike a target (unless the spell itself requires a
            A beholder mage can cast only a certain number of spells of   touch attack). The standard beholder limitation against turning
          each spell level per day. Its base daily spell allotment is given   more than three eyestalks in any particular direction (that is,
          in Table 3–1. In addition, it receives bonus spells per day if it   forward, backward, left, right, up, or down) still applies.
          has a high Intelligence score.                      Beholder mages do not require material components to cast
                                                            their spells. The ruined central eye acts as an arcane focus for
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         KULARKUTHAN, ELDER ORB
         Kularkuthan is a particularly ancient beholder elder orb with   Antimagic Cone (Su): A beholder’s central eye continually
         formidable sorcerous skill. It would make an excellent primary   produces a 150-foot cone of antimagic that functions just like
         villain for a long campaign against a powerful beholder cult;   an antimagic field (caster level 13th). Once each round, during
         the elder orb’s high Intelligence score and impressive Charisma   its turn, the beholder decides whether the cone is active or
         score make it a natural leader.                   not.
           Kularkuthan: Beholder elder orb sorcerer 16; CR 27; Huge   Flight (Ex): A beholder’s buoyancy allows it to fly and grants
         aberration; HD 20d8+180 plus 16d4+144; hp 454; Init +4; Spd   it a permanent feather fall effect (as the spell) with personal
         5 ft., fly 30 ft. (good); AC 39, touch 13, flat-footed 39; Base Atk   range.
         +23; Grp +33; Atk or Full Atk +22 ranged (eye ray) and +23 melee   Spells Known (6/9/9/8/8/8/8/6/4 per day; caster level 16th):
         (2d6+3, bite); Space/Reach 15 ft./10 ft.; SA eye rays, spells; SQ   0—arcane mark, daze (DC 20), detect magic, ghost sound (DC
         all-around vision, antimagic cone, darkvision 60 ft., flight; AL   20),  mending, message,  ray  of  frost  (+21  ranged  touch),  read
         LE; SV Fort +22, Ref +13, Will +26; Str 15, Dex 11, Con 28, Int   magic, touch of fatigue (+21 melee touch, DC 20); 1st—alarm,
         23, Wis 19, Cha 31.                               identify, magic missile, ray of enfeeblement (+21 ranged touch),
           Skills and Feats: Bluff +49, Concentration +33, Diplomacy +12,   unseen servant; 2nd—detect thoughts (DC 22), eagle’s splendor
         Disguise +10 (+12 acting), Hide +23, Intimidate +12, Knowledge   (DC 22), Melf’s acid arrow (+21 ranged touch), mirror image,
         (arcana) +45, Knowledge (the planes) +16, Listen +29, Search   scorching ray (+21 ranged touch); 3rd—arms of plenty†, fireball
                                                 B
         +33, Spellcraft +45, Spot +38; Agile Tyrant†, Alertness , Disjunc-  (DC 23), ray of exhaustion (+21 ranged touch, DC 23), undulant
         tion Ray†, Empower Spell, Eschew Materials, Extend Spell, Flyby   innards†;  4th—arcane  eye,  dimensional  anchor  (+21  ranged
         Attack, Focused Antimagic†, Great Fortitude, Improved Initiative,   touch), enervation (2) (+21 ranged touch); 5th—cone of cold (DC
         Iron Will, Maximize Spell, Metaray†, Weapon Focus (eye ray).  25), feeblemind (DC 25), teleport, wall of force; 6th—legend lore,
           †New feats described on pages 44–45.            planar binding (DC 26), true seeing; 7th—prismatic spray (DC
           Languages: Beholder,  Common, Undercommon,  Draconic,   27), project image (DC 27); 8th—polar ray (+21 ranged touch).
         Infernal, Dwarven.                                  †New spells described in Chapter 9.
           Eye Rays (Su): Each of a beholder’s ten small eyes can produce   Possessions: bracers of armor +8, ring of protection +5, ring of
         a magical ray once per round as a free action. During a single   wizardry (IV), amulet of health +6, lens of ray doubling† (worn
         round, a beholder can aim only three eye rays at targets in any   on flesh to stone eye and with 5 charges remaining), two lenses of
         one 90-degree arc. Each eye ray resembles a spell cast by a 13th-  ray widening† (one worn on disintegrate eye and with 4 charges
         level caster, with a range of 150 feet and a save DC of 30. See   remaining, one worn on finger of death eye and with 6 charges
         the Monster Manual, pages 26–27.                  remaining). Kularkuthan has read a tome of leadership and influ-
           All-Around Vision (Ex): Beholders are exceptionally alert; their   ence +5; his +5 inherent bonus to Charisma is included in the
         eyes give them a +4 racial bonus on Spot and Search checks,   statistics block above.
         and they can’t be flanked.                          †New magic item described on page 46.
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