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Pathfinder beholder conversion
Pathfinder beholder conversion













Beholders use this ray in the same manner as the charm monster ray.ĭisintegrate: The target must succeed on a Fortitude save or be affected as though by the spell. The beholder generally instructs a charmed target to either restrain a comrade or stand aside.Ĭharm Person: The target must succeed on a Will sae or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The ten eye rays are:Ĭharm Monster: The target must succeed on a Will save or be affected as though by the spell.

pathfinder beholder conversion

The save DCs are Charisma-based and include a +2 bonus from the Ability Focus feat. Each ray has a range 150 feet and a save DC of 23. A beholder can tilt and pan its body each round to change which rays it can bring to bear in any given arc.Įach eye’s effect resembles a spell (CL 13th). The remaining eyes must aim at targets in other arcs, or not at all. During a single round, a beholder can aim only three eye rays at targets in any one 90 degree arc (up, forward, backward, left, right, or down).

#PATHFINDER BEHOLDER CONVERSION FREE#

Once each round, during its turn, the beholder decides whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye).Įye Rays (Su): Each of a beholder’s ten small eyes can produce a magical ray once per round as a free action. All magical and supernatural powers and effects within the cone are suppressed - even the beholder’s own eye rays. This functions just like antimagic field (CL 20th). Organization: Solitary, pair, or cluster (3-6)Īntimagic Cone (Su): A beholder’s central eye continually produces a 150-foot cone of antimagic. Languages: Aklo, Beholder, Common, Goblin, Undercommon Skills: Fly +4, Intimidate +24, Knowledge (arcana) +25, Perception +35, Sense Motive +22, Spellcraft +25, Stealth +20, Survival +25 Racial Modifiers: +4 Perception Str 16, Dex 14, Con 18, Int 17, Wis 17, Cha 15īase Atk: +14 CMB: +15 CMD: 27 (can’t be tripped)įeats: Ability Focus (eye rays), Flyby Attack, Great Fortitude, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Skill Focus (Perception) B, Vital Strike, Weapon Focus (bite, eye ray) Init: +6 Senses: All-around vision, darkvision 60 ft. Beholders are more common on the distant Red Planet, Akiton, whose colder environment suits them better. The subterranean city of Deepmarket beneath Goka includes a thriving community of beholders that openly deals with the city’s other races.

pathfinder beholder conversion

On Golarion, beholders are most common in cold wastelands and wilderness like the River Kingdoms, the Realm of the Mammoth Lords, Iobaria, Kaoling, and the caverns of Nar-Voth, but many also hide in the deepest sewers of metropolises like Absalom and Westcrown, preying upon or manipulating the dwellers above. Beholders have no racial god, though they sometimes devote themselves to archdevils, especially the greedy Mammon and imperious Asmodeus.

pathfinder beholder conversion pathfinder beholder conversion

It is unknown whence came beholders, though beholders themselves have a racial memory of a “Great Mother” who spawned the first of their race. Despite their hatred of their own kind, beholders are innately lawful, treating members of “lesser races” as useful tools and forming small tribes, mercenary outfits, or thieves’ guilds. The only thing a beholder hates more than a non-beholder is one of its own kind, as each beholder sees every other member of its race as a mockery of its own perfect image. These aberrations are gripped with pathological narcissism and xenophobia, manifesting in an irrational hatred of anything not like themselves. Beholders, also known as eye tyrants, are powerful monstrosities that lurk in caves, ruins, and even in the shadows of civilization.













Pathfinder beholder conversion