Creature of Chaos That Must Not Be Named (Beholder) | Monster / NPC | Pathfinder 1e | Statblocks & Sheets | World Anvil

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CR 10

Creature of Chaos That Must Not Be Named (Beholder)

- CE Large Aberration
Initiative: +7 Senses: darkvision 60 ft.; Perception +17

Really?

Defense

AC: AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
HP: 105 10d8+60
Fortitude: +9 Reflex: +6 Will: +11
Defensive Abilities: All-around Vision Immune: confusion effects DR: 10/magic SR: 19

Offense

Speed: 5 ft., fly 40 ft. (perfect)
Melee: bite +13 (2d6+7 plus poison), 2 claws +13 (1d3+7)
Special Attacks: Rend (2 claws, 2d3+7)   Central Eye Beam (Su) When a Beholder central eye is open, it constantly produces a Zone of Truth in a 100-foot cone.   Eyes or Eyestalks (Ex) A Beholder has a roughly spherical body with a single central eye on the front of its body. It has eight eye stalks that protrude from the top of its head.   Eye Rays (Su) Each of the Beholder's eye stalks produces a single spell-like effect as a ray at will once per round as a free action. Each ray has a range of 100 feet.   A Beholder's eye rays are: Vigor, Celestial Healing, Admonishing Ray, Cure Serious Wounds, Flare, Adhesive Spittle, Flurry of Snowballs, Mad Monkeys,   All eye ray spells affect only a single target at a time, no matter what the original spell’s target, area, or effect is. It can aim only one-third of its eyestalks in any one 90-degree arc (up, forward, backward, left, right, or down the other eyestalks must aim in different directions.
Space: 10ft Reach: 5ft
Spell-like Abilities: (CL 7th; concentration +10)   3rd (5/day)—lightning bolt (DC 16), hold person (DC 16) 2nd (7/day)—acid arrow, alter self, invisibility 1st (7/day)—grease (DC 14), magic missile, ray of enfeeblement (DC 14), shield, unseen servant 0 (at will)—acid splash, dancing lights, detect magic, mage hand, open/close, prestidigitation, read magic

Statistics

Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 21
Base Attack: +7 CMB: +13 CMD: +35 (cannot be tripped)
Feats: Arcane Strike, Extend Spell, Combat Reflexes, Eschew MaterialsB, Improved Initiative, Power Attack
Skills: Fly +15, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (planes) +16, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +12, Use Magic Device +16
Languages: Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy (100 feet)
SQ: Brain Collection (Ex): A Beholder can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a Beholder a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks. A Beholder can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A Beholder that has fewer than seven brains gains one negative level for each missing brain. These negative levels can never become permanent, but they can only be removed by replacing one of its collected brains. The stats presented here assume a monster with an empty collection. Poison (Ex): Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Strength damage and staggered; cure 2 consecutive saves. The save DC is Constitution-based. Spells: A Beholder casts spells as a 7th-level sorcerer. For each negative level it takes from missing brains, its caster level is reduced by 1. A Beholder with no collected brains cannot cast any of its spells. Strange Knowledge (Ex): All Knowledge skills are class skills for The Beholder. Naturally Buoyant (Ex): No matter its mode of flight, a Beholder is naturally buoyant and acts as though it is under a constant feather fall effect.

Ummmm, Beholder...


Created by

Necrofaust13.

System

Pathfinder 1e

Statblock Type

Monster / NPC

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