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Chainsaw Hobbit
2012-10-06, 11:52 AM
Beholder
Hit Dice: 9+9
No. Enc.: 1 + minions.
XP: 7,000.

Movement: 90' (30'), flying.
Attacks: Bite, and eye rays.
Damage: 2d8 (bite), see text for eye rays.

AC: 3 (magical protection.)
Average HP: 49.
Save: Magic-User 10.
Morale: 10.

Beholders are creatures of hate and madness from some other dimension. They resemble massive floating orbs, each with a toothy mouth, a huge central eye, and many writhing tendrils ending in more eyes. Out of these secondary eyes, beholders can shoot rays of harmful magic.

Beholders move my floating through the air, usually about five feet above the ground. They are very intelligent, arrogant, self-absorbed, cruel, and evil. The things can be expected to set up lairs full of brainwashed minions.

Beholders have the ability to magically levitate objects and manipulate objects under 20 pounds within 30 feet, so long as the object is not being manipulated by another.

1d4 times per round, a beholder can shoot a ray of evil arcana. When shooting at a foe who is trying to avoid being hit, the beholder rolls a d20. On a 9 or higher, the ray connects.

To determine the effects of each ray, roll on the following table.

Searing ray. The target takes 3d8 fire damage.
Freezing ray. The target takes 3d6 cold damage, and must save against paralysis. On a failure, during their next turn, they move at half speed and take a -2 penalty to attack rolls.
Toxic Ray. The target takes 2d6 poison damage, and must save against poison. On a failure, they take 1d6 poison at the start of their turn for the next 1d4 rounds.
Domination ray. The target must save against spells. On a failure, they do the beholder's bidding for 1d4 rounds. During this time, they cannot cast spells above 2nd level, and take a -1 penalty to attacks.
Hideous laughter ray. The target must save against spells. On a success, they take 2d4 psychic damage. On a failure, for the next 1d4 rounds, they are unable to do anything but laugh.
Mind torture ray. The target takes 3d6 psychic damage, and must save against spells. On a failure, they take an additional 2d6 psychic damage, and are unable to do anything but scream during their next turn.



Lesser Beholder
Hit Dice: 4+4
No. Enc.: 1d2 + minions.
XP: 3,500.

Movement: 90' (30'), flying.
Attacks: Bite, and eye rays.
Damage: 1d8 (bite), see text for eye rays.

AC: 5 (magical protection.)
Average HP: 22.
Save: Magic-User 6.
Morale: 8.

Belived by some to be larval beholders, less beholders, also known as gauths, are smaller and weaker versions of their terrifying cousins. They tend to be more cowardly, hateful, and paranoid.

1d4 times per round, a beholder can shoot a ray of evil arcana. When shooting at a foe who is trying to avoid being hit, the beholder rolls a d20. On an 11 or higher, the ray connects.

To determine the effects of each ray, roll on the following table.


Searing ray. The target takes 2d8 fire damage.
Freezing ray. The target takes 2d6 cold damage, and must save against paralysis. On a failure, during their next turn, they move at half speed and take a -2 penalty to attack rolls.
Toxic Ray. The target takes 2d4 poison damage, and must save against poison. On a failure, they take 1d4 poison at the start of their turn for the next 1d4 rounds.
Domination ray. The target must save against spells. On a failure, they do the beholder's bidding for 1d4 rounds. During this time, they cannot cast spells above 1st level, and take a -2 penalty to attacks.


Beholder Eye of Entropy
Hit Dice: 9+18
No. Enc.: 1 + minions.
XP: 7,500.

Movement: 90' (30'), flying.
Attacks: Bite, and eye rays.
Damage: 2d10 (bite), see text for eye rays.

AC: 3 (magical protection.)
Average HP: 58.
Save: Magic-User 10.
Morale: 10.

Some beholders attempt to become more powerful by absorbing the raw energy of the Abyss, a swirling malestorm of madness and evil home to demons and worse. This gives them new abilities, but drives them insane, causing them to go on destructive rampages.

1d6-1 times per round, a beholder can shoot a ray of evil arcana. When shooting at a foe who is trying to avoid being hit, the beholder rolls a d20. On a 9 or higher, the ray connects.

To determine the effects of each ray, roll on the following table.


Torture ray. The target takes 3d8 unholy damage.
Unraveling ray. The target takes 1d8 damage, and another 1d8 damage at the start of each of their turns until they receive magical healing.
Flesh Twisting Ray. The target takes 2d8 damage, and must save against poison. On a failure, they move at half speed for 1d4 rounds.
Domination ray. The target must save against spells. On a failure, they do the beholder's bidding for 1d4 rounds. During this time, they cannot cast spells above 2nd level, and take a -1 penalty to attacks.
Hideous laughter ray. The target must save against spells. On a success, they take 2d4 psychic damage. On a failure, for the next 1d4 rounds, they are unable to do anything but laugh.
Smiting ray. The target takes 3d10 damage, and must save against spells. On a faliure, they are seared by the very essence of the Abyss, causing a permanent -5 penalty to maximum hit points.



Beholder Eye of Torment
Hit Dice: 10+10
No. Enc.: 1 + minions.
XP: 8,000.

Movement: 90' (30'), flying.
Attacks: Bite, and eye rays.
Damage: 2d10 (bite), see text for eye rays.

AC: 3 (magical protection.)
Average HP: 55.
Save: Magic-User 11.
Morale: 11.

Eyes of torment are an offshoot of the beholder species that evolved deep within the caverns of the Underdark. They are slightly smaller than standard beholders, and have faintly glittering rock-like skin that is sometimes covered in fungus.

Eyes of torment are especially sadistic, and have particularly painful eye rays.

1d4 times per round, a beholder can shoot a ray of evil arcana. When shooting at a foe who is trying to avoid being hit, the beholder rolls a d20. On a 9 or higher, the ray connects.

To determine the effects of each ray, roll on the following table.


Shocking ray. The target takes 3d8 electricity damage.
Blistering ray. The target takes 3d6 cold damage, and must save against dragon breath. On a failure, they take 1d6 fire damage at the start of their turn for the next 1d4 rounds.
Mind-scrambling ray. The target takes 2d6 psychic damage damage, and for the next 1d4 turns, must roll a d20 at the start of their turn. If the result is lower than their Wisdom, they lose their turn, move their speed in a random direction, and attack the nearest moving object or creature.
Domination ray. The target must save against spells. On a failure, they do the beholder's bidding for 1d4 rounds. During this time, they cannot cast spells above 2nd level, and take a -1 penalty to attacks.
Hideous laughter ray. The target must save against spells. On a success, they take 2d4 psychic damage. On a failure, for the next 1d4 rounds, they are unable to do anything but laugh.
Mind torture ray. The target takes 3d6 psychic damage, and must save against spells. On a failure, they take an additional 2d6 psychic damage, and are unable to do anything but scream during their next turn.



Dire Beholder
Hit Dice: 15+15
No. Enc.: 1 + possible minions.
XP: 14,000.

Movement: 90' (30'), flying.
Attacks: Bite, and eye rays.
Damage: 5d8 (bite), see text for eye rays.

AC: 0 (magical protection and thick hide.)
Average HP: 83.
Save: Magic-User 16.
Morale: 11.

Dire beholders are beholders who have somehow become larger, deadlier, and utterly insane. Perhaps they have absorbed the raw essence of the Void, or are millions of years old.

These offshoots are hated by their kin, and are extremely paranoid, often choosing not to have minions.

1d4 times per round, a beholder can shoot a ray of evil arcana. When shooting at a foe who is trying to avoid being hit, the beholder rolls a d20. On a 9 or higher, the ray connects.

To determine the effects of each ray, roll on the following table.


Searing ray. The target takes 6d8 fire damage.
Freezing ray. The target takes 6d6 cold damage, and must save against paralysis at a -4 penalty. On a failure, during their next turn, they move at half speed and take a -2 penalty to attack rolls.
Toxic Ray. The target takes 4d6 poison damage, and must save against poison at a -4 penalty. On a failure, they take 2d6 poison at the start of their turn for the next 1d4 rounds.
Domination ray. The target must save against spells at a -4 penalty. On a failure, they do the beholder's bidding for 1d6 rounds. During this time, they cannot cast spells above 4th level, and take a -1 penalty to attacks.
Brutal shock ray. The target takes 6d6 lightning damage, and must save against paralysis at a penalty of -1 for every 5 points of damage dealt by the ray. On a failure, they lose their next turn.
Mind torture ray. The target takes 3d6 psychic damage, and must save against spells at a -6 penalty. On a failure, they take an additional 2d6 psychic damage, and are unable to do anything but scream during their next turn.
Scarring ray. The target takes 3d6 damage, 1d4 permanent damage to a randomly determined ability score, and an additional 1d4 damage to the same ability score that recovers at the end of the combat.
Oblivion ray. The target take 20d6 damage. If they are reduced to 0 hit points or fewer by this effect, they are utterly destroyed, leaving no remains.

Chainsaw Hobbit
2012-10-06, 02:23 PM
My goal here was to create beholders that were deadly and terrifying, while still being easy to run and fun to fight. I removed save-or-die effects simply because I find them to be anticlimactic and uninteresting, but the beholders here still pack quite a punch.