12/11/2023 0 Comments Pathfinder beholder eyesThe remaining eyes must aim at targets in other arcs, or not at all. During a single round, a gauth can aim only two eye rays at targets in any one 90 degree arc (up, forward, backward, left, right, or down). Organization: Solitary, pair, or cluster (3-6)Įye Rays (Su): Each of a gauth’s eyestalks can produce a magical ray once per round as a free action. Languages: Beholder, Common, Goblin, Undercommon Skills: Fly +4, Intimidate +14, Knowledge (arcana) +14, Perception +21, Sense Motive +11, Stealth +14, Survival +14 Racial Modifiers: +4 Perception Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 15īase Atk: +6 CMB: +5 (+9 grapple) CMD: 17 (can’t be tripped)įeats: Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception) B, Weapon Focus (eye rays) Perception +21ĪC: 19, touch 12, flat-footed 17 (+2 Dex, +7 natural) Init: +6 Senses: All-around vision, darkvision 60 ft. Like beholders, they often bully humanoids into cooperation, typically small groups of weak creatures such as goblins, kobolds, or xvarts. For their part, gauths are less xenophobic than beholders, if only out of a need to survive, and come together in small clusters fairly often. True beholders hate gauths and other beholder-kin even more than they hate members of their own kind, and drive gauths away or kill them wherever they share territory. A magic item with charges, such as a wand, loses one charge per 10 minutes it sits in a gauth’s gullet items without charges, such as rings and rods, last for one day before dissolving completely (artifacts are not affected). They feed on ambient arcane energy, and greedily gulping down wands, amulets, and other magic items to sustain their own powers. Like beholders, gauths move by magical levitation. Four tentacles capable of fine manipulation hang from the creature’s underside. Six eyestalks ring the creature’s head, each with its own magical property, and ten to fourteen tiny eyes ring the creature’s central orb. Gauths are the most numerous of the many races of beholder-kin, and many folk simply know them as “lesser beholders”.Ī gauth resembles a large fleshy ball with a massive central eye and a drooling, fanged mouth. Though they lack their kin’s size and strength, they are just as cunning and vicious. It cannot use an eye ray it has already used during this round.Gauths are smaller relatives of the beholder. Sustained Barrage (Ex): Glaring Tyrant may, as an immediate action, fire an eye ray. If you really want the creature to act multiple times per turn, you have immediate actions for this, and all you need to do is to state something like: Sustained Barrage conflicts with action rules of D20. while we're at this, Beholder should use Charisma as its base spellcasting ability (it's not mandatory, but default monster building assumes Sorcerer as a base arcane class for monster abilities), and caster level should be listed in appropriate section of statblock. Telekinesis Ray - just replace it with a Bull Rush ray, copy Black Tentacles mechanic and replace Black Tentacles effect with Bull Rush maneuver directed as per Beholder's whim. The names of the rays are confusing (Stun ray doing Charm Person, for example). The number of rays should be listed in both creature statblock and defintion of ability. Eye Rays (Su) should be more concise and clear. It's simpler, involves fewer rolls and spellcasters are still free to walk away. IMHO, you should leave it as antimagic cone. Unfortunately, spell DC formula does not work for concentration checks, as spell DC is compared to D20 + base save + ability bonus, while concentration check replaces "base save" with level, which is usually around double of "base save". In this case base DC should be equal to 10 + 6 + 3 (=19), with +4 racial bonus: 23.ġ3th level Wizard is likely to have +7 intelligence bonus, with total modifier to spellcaster check being equal to +20. Additionally, the DC is calculated incorrectly as ability based DC goes as follows: 10 + 1/2 HD + ability bonus. Baleful Eye (Su) features autopass DC (meaning - any spellcaster will ignore the DC). It dies (or is removed from combat) without doing anything if it loses initiative to a wizard with save or die spell due to abysmal arcane defenses. It dies accomplishing nothing if it loses initiative within charge distance of a barbarian or fighter (low hitpoints). glass cannon - the beholder dies during the first round. Your take on beholder has several issues, which may have been absent otherwise: I think it would be a good idea for you to read the whole thread.
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