![]() Special Qualities: darkvision 60 ft, spell resistance 20, use magic items, create magic items, regeneration 1, all-around visionĪbilities: Str 12, Dex 12, Con 16, Int 19, Wis 15, Cha 15 True Seeing: the powerful eyes of observers are the equivalent of a true seeing spell to a range of 100 yards, except that the monster can’t determine alignment by sightĪrmor Class: 20 (+9 natural, +1 dex), tch 11, ff 19Īttack: bite +7 melee (1d6+1) and eye rays +7 rangedįull Attack: bite +7 melee (1d6+1) and eye rays +7 ranged Powers known: telekinesis (as spell, but power level and power points as if telekinetic maneuver), control object, inertial barrier, control body, chameleon, psionic dominate, mindlink, attraction, aversion, detect thoughts (as spell, uses 3 power points, 2nd level power), invisibility (as spell, uses 3 power points, 2nd level power), psionic mind blank, phobia amplification (makes subject act irrationally on worst fear, uses 5 power points, 9th level power), power leechĮye Rays: caster level 10, save DC 17, 3 rays each round as free action These powers are listed under the powers known by the observer. The observer has 230 power points per day and has access to powers whose level is normally too high for a 10th level wilder. Psionics: an observer manifests powers as a 10th level wilder with some exceptions. Third, it can automatically deflect all physical missiles fired at the creature from the 120 degree arc in front of the eye. Second, the gaze of the main eyes can be used to strike telekinetic blows inflicting damage equal to 1d12+10 points. ![]() Creatures over 1,000 pounds can advance only at the speed of 10 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures between 500 and 1,000 pounds cannot advance closer to the observer while its gaze remains on them. Gaze: Each of the creature’s main eyes projects a powerhl ray of telekinetic force that can have one of three effects: First, it can simulate Bigby’s forceful hand, driving back one creature at the rate of 20 feet per round. On a successful check, it can use it's blood drain It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Improved grab: To use this ability, an observer must hit with its bite attack. Skills: concentration + 11, decipher script + 11, hide +6, knowledge arcana + 11, knowledge architecture +6, knowledge dungeoneering + 6, geography + 6, history +6, local + 6, nature + 8, nobility + 6, religion + 6, planes + 11, listen + 8, search + 14, spellcraft + 7, spot + 16, survival + 8 (+10 on other planes or following tracks)įeats: AlertnessB, Flyby Attack, Improved Initiative, Combat CastingĪdvancement: 9–13 HD (Large) 14–30 HD (Huge) Special Qualities: darkvision 60 ft, true seeing, all-around visionĪbilities: Str 16, Dex 16, Con 18, Int 19, Wis 15, Cha 15 Special Attacks: blood drain, gaze, psionics, eye rays, improved grab The last twwo monsers here are not beholders, but mounts for beholders.Īrmor Class: 28 (+16 natural, +3 dex, -1 size), tch 12, ff 25Īttack: bite +8 melee (1d8+4 plus blood drain) and eye rays + 8 rangedįull Attack: 3 bites +8 melee (1d8+4 plus blood drain) and eye rays +8 ranged If you have any questions or want me to add anything (like flavor-text or an explanation of what the monsters look like) just ask. The layout of the monster stats aren't perfect, but you should have no trouble understanding them. Any beholderkin that is in a 3e or 3.5e book is not converted here. ![]() Since beholders and beholderkin are some of my favorite monsters, I thought some of the more obscure ones needed converting.
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