![]() CMB +17 (+2 circumstance bonus if target at 10' or less) (13 +4). ![]() Combat maneuver (Bull Rush, Trip, Disarm, Grapple). This ray may have 3 different effects (beholder chooses).ġ. ![]() If he is petrified, there is no more saves. If he is unconscious, he can only m ake a check every minute, or every round if someone else spends an standard action trying to awaken him or if damaged. Every round at the end of his turn, the target may make another save to reduce his condition by one category. If the target fails his save and was already Staggered (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). The beholder can choose to not apply the petrified condition.ĭuration: 13 rounds (13 minutes for Unconscious, permanent for Petrified). The target also receives 5d6 non-lethal damage if hitted by the ray (save don't avoid this). Every round at the end of his turn, the target may make another save to reduce his condition by one category.Įffects: Staggered - Paralyzed - Unconscious - Petrified If the target fails his save and was already Frightened (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Target is is affected by one of the above conditions.ĭuration: 13 rounds (1 round for Shaken). 10).įear Ray Įffects: Shaken (if Save succes) - Frightened - Panicked - Cowering. If he already has mental debilitation, the penalty increases by -2 (max. The target takes a -2 penalty for saves against this ray attack. Every round at the end of his turn, the target may make another save to reduce his condition by one category, except for Charmed (but he can make a new save if threatened, etc. If the target fails his save and was already Confused (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Mental Ray Įffects: Mental Debilitation (If save sucess) - Confused - Fascinated - Dazed - Charmedĭuration: 13 rounds (1 round for mental debilitation, 13 h for Charmed). +4 circumstance to Stealth.Įye Rays (Su). Additional immediate action (rays)įlight. ![]() (Arcana) +19 Linguistics +6 Perception +21 Sense Motive +5 Spellcraft +19 Stealth +18 Survival +8Īll-Around Vision (Ex). Appraise +6 Bluff +7 Diplomacy +7 Escape Artist +14 Fly +19 Intimidate +20 Know. Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Wind Stance. This kind of ray attack becomes unavailable for the next round.Ībilities.Str 12, Dex 16, Con 20, Int 16, Wis 15, Cha 18įeats. ![]() Make a Telekinetic Ray attack (max 40'), a Paralysis Ray Attack (max 20') or Antimagic Ray attack (only to counterspell). Fire all the Eye Rays, each one in a different 90º cone area (up, down, front, rear, left, right). Fire three Eye Rays into a 90º cone area (target may be the same for the three rays), plus Bite. DR 5/- Fortification (25% of avoiding sneak attack / critical hit) Perception +21 All-Around VisionĪC 26 Touch 13, Flat-footed 22 (+3 Dex, +1 dodge, +13 natural, –1 size ) I'm open to criticism, especially because I'd like some help with the b's balance. Some of the features of the old beholder are not of my taste (too many save or die rolls). There's no beholder in PF, as it's not OGC, and though I could use it as it's in the 3.5 MM, I've decided to do my own conversion. So I am running this Shadowdale campaign as a DM and one of the monsters the PCs face is a Beholder. ![]()
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