Beholder
Beholder Family
For most groundlings a single beholder represents a grave threat. Little do they realise that far above, in the depths of Wildspace, are vast territories dominated by entire beholder nations. Many subspecies of beholders exist (known as breeds), all with the same monstrous features and powers, but varying in skin color and texture, configuration of eyes, and so on. Some sages speculate that beholders in different environments evolve through very rapid genetic deviation and drift. Whatever the case, these differences result in deeply entrenched xenophobia among beholders, who subsequently hold few ideals higher than destroying one another. Their xenophobic intolerance causes them to hate all creatures not like themselves, something as small as a change in hide color or size of the central eye can make two groups of beholders sworn enemies. Every beholder declares its own unique body-form to be the true ideal of beholder-hood, the others being nothing but ugly copies, fit only to be eliminated.Society
Among groundling beholders, the very concept of forming deep and lasting social bonds with others is alien to their very identity. Their ingrained paranoia and manic quest for knowledge prohibits the formation of even rudimentary friendships. However in wildspace, beholders are much more social and form organized communities known as "nations". A beholder nation is made up of clans, which in turn consist of a number of hives.A hive consists of a single ultimate (or hive mother), who controls up to 10 beholders or up to 20 beholder-kin and abominations, and will typically possess a single Tyrant Ship.
Related hives of the same breed (usually two or more) may unite to form a clan. Each clan will be led by a single dominant hive mother, who will go on to form part of the ruling elite of a beholder nation.
A beholder nation is led by a single powerful hive mother, who will be advised by a governing council of ultimates selected from among the various clan leaders. Most beholder nations number only 20 to 40 individuals, which is the complement of one or two tyrant ships; however, there are crystal spheres where beholder nations are significantly larger, numbering over ten thousand strong.
Members
Beholder - CREATURE 13
RARELELARGEABERRATIONBEHOLDER
Beholders, also known as eye tyrants, are a major spacefaring race. Few creatures have as many stories whispered about them or justifiable fear in their presence. | |
Perception | +29 ; Darkvision |
Languages | Beholder, Common, |
Skills | Acrobatics +24 , Arcana +27 , Deception +27 , Diplomacy +24 , Intimidation +27 , Occultism +27 , Society +24 |
STR +2 , DEX +4 , CON +5 , INT +8 , WIS +6 , CHA +8 | |
AC | 33 |
Saving Throws | Fort 23, Ref 20, Will 26 , +1 status to all saves vs. magic |
HP | 231 - Immunities Prone All-Around Vision This monster can see in all directions simultaneously, and therefore can’t be flanked. |
Speed | 0; 20ft Fly |
Melee | Bite +21 (Magical) Damage 3d6+11 Piercing |
Ranged | Eye Beams The Beholder can fire up to 3 of it's eye beams in one 90 degree arc. The Beholder can twist and turn to bring any of it's eyes to bear in any of the arcs that surround it. It cannot use the same Eye beam twice in one round. It cannot target the same arc twice in one round. Each ray has a range of 120ft and targets one creature or object regardless of the targeting or range of the spell the ray is based off of, and a Save DC of 30. Make a Ray +27 attack for each ray.
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Special Abilities | Antimagic ConeThe beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 120-foot-cone. Once a round as a , the beholder can activate or deactivate this field or change the direction it's pointing. The area works against the beholder's own eye rays.. Hover The beholder can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. |
Orbus - CREATURE 4
RARENLARGEABERRATIONBEHOLDERMINDLESS
Orbi are mutated, stunted, and mindless. They are used as living engines for Beholder ships, and are one of the most prized possessions of the crew, who will destroy them instead of letting anyone else have them. The eyestalks of the Orbus never matured into full eyes, and it's primary eye while still giving off the Ancestries signature antimagic ray, is permanently Blinded | |
Perception | +6 (Hearing; imprecise; Blind) |
Skills | None |
STR +2 , DEX +2 , CON +3 , INT -5 , WIS -5 , CHA -5 | |
AC | 18 |
Saving Throws | Fort 11, Ref 11, Will 14 |
HP | 60 - Immunities Prone - Weaknesses Blind |
Speed | 0; 20ft Fly |
Melee | Bite +9 (Magical) Damage 2d6+5 |
Special Abilities | Antimagic Cone The Orbus central eye creates an area of antimagic, as in the antimagic field spell, in a 60-foot-cone. As an , the Orbus can activate or deactivate this field or change the direction it's pointing. The area works against other beholder's eye rays. Hover The Orbus can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. |
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