Beholder Racial Class

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The deadly spawn of the Great Mother are often considered insane due to their overwhelming xenophobia and paranoia, but beholders are, above all, rational and coldly logical beings. On a racial level, they seek to empower themselves through domination and assimilation of lesser beings, and to do this on the Outer Planes, they must learn of and interact with these lesser beings, however distasteful that may be. This unpleasant task is usually left to younger beholders, not yet fully developed and eager to earn their place among the elders. These creatures explore the planes, whether as agents of dominant eye tyrants or of their own volition, always hungry for power and knowledge that could elevate them to what they see as their rightful position. Though not a particularly common sight in any planar hub, young beholders can sometimes be found wandering the Land, usually with a band of like-minded planewalkers or thralls. Typically inquisitive and manipulative, planewalking beholders have no moral compulsions keeping them from claiming what and whom they want to further their goals, and often have the strength to support their murderous attitude. However, they can also be extremely useful allies, provided one does not mind lying, hateful, greedy, backstabbing allies.

Beholder Racial Traits: Beholder characters have the following racial abilities and characteristics.

  • +2 Dex, +2 Int
  • Medium Aberration: As a Medium creature, beholders have no special modifiers related to size. However, they eventually grow to size Large (see class table below).
  • Base land speed 5 feet. A beholder also has a flight speed of 20 ft., with average maneuverability.
  • Darkvision 60 ft.
  • Natural armor bonus +2
  • Natural Attack: Bite, 1d6 points of damage.
  • Skills: Beholders have a +4 racial bonus on Search and Spot checks.
  • Feats: Beholders have Alertness as a bonus feat.
  • Home Plane: Beholders are usually native to the Realm of a Million Eyes, the 6th layer of the Abyss, and have the extraplanar subtype when not on their home plane. However, many beholders are native to the Prime Material Plane, and thus never have the extraplanar subtype.
  • Automatic Languages: Beholder, Planar Trade. Bonus Languages: Abyssal, Infernal, Prime Common.
  • Favored Class: Beholder. A typical multiclassing choice for a beholder is the wizard class.
  • Level Adjustment: A beholder that has progressed through its racial class has 11 Hit Dice and a level adjustment of +6, making it effectively a 17th-level character.

Class Skills: Hide (Dex), Knowledge (Int), Listen (Wis), Search (Wis), Spot (Wis).

Table: Beholder Racial ClassLevel BAB Fort Ref Will HD Skill Points Feats 1st +0 +0 +0 +2 1d8 (2 + Int mod) x4 Feat 2nd +1 +0 +0 +3 2d8 2 + Int modifier - 3rd +1 +0 +0 +3 2d8 - - 4th +2 +1 +1 +3 3d8 2 + Int modifier Feat 5th +3 +1 +1 +4 4d8 2 + Int modifier - 6th +3 +1 +1 +4 4d8 - - 7th +3 +1 +1 +4 5d8 2 + Int modifier - 8th +3 +1 +1 +4 5d8 - - 9th +4 +2 +2 +5 6d8 2 + Int modifier Feat10th +5 +2 +2 +5 7d8 2 + Int modifier -11th +6 +2 +2 +6 8d8 2 + Int modifier -12th +6 +2 +2 +6 8d8 - -13th +6 +3 +3 +6 9d8 2 + Int modifier Feat14th +7 +3 +3 +7 10d8 2 + Int modifier -15th +7 +3 +3 +7 10d8 - -16th +8 +3 +3 +7 11d8 2 + Int modifier -17th +8 +3 +3 +7 11d8 - -Level Special 1st +2 Dex, +2 Int; natural armor +2; bite attack; eye rays 2nd +2 Cha; natural armor +4 3rd +2 Dex; flight; eye rays 4th Natural armor +6 5th +2 Wis; eye rays 6th +2 Int; natural armor +9 7th Large size, +4 Con; eye rays 8th All around vision 9th +2 Con; eye rays10th +2 Cha; natural armor +1111th +2 Con; eye rays12th Antimagic cone (1 minute/day, 90-ft. cone)13th +2 Int; eye rays14th Natural armor +1315th +2 Wis; eye rays16th Antimagic cone (continuous, 150-ft. cone)17th Eye rays; natural armor +15

Armor and Weapon Proficiency: Beholders are proficient with their natural weapons. They are not proficient with manufactured weapons or armor.

Bite attack: At 1st level, a beholder has a natural bite attack that deals 1d6 points of damage. At 7th level, when the beholder grows to size Large, its bite deals 2d4 points of damage.

Eye Rays (Su): Each of the beholder's ten small eyes eventually becomes able to produce a magical ray once per round as a free action. However, the creature develops these eye rays gradually as it progresses through its racial class, as detailed in the table below. During a single round, a beholder can only aim up to three eye rays in any one 90-degree arc. The remaining eyes, if any, must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in any given arc. Each ray's effect resembles a spell, but follows the rules for a ray (see page 175 in the PHB). The effective caster level equals 3 + the beholder's racial Hit Dice.

Level Eye rays 1st At will - mage hand; 1/day - charm person, sleep 1 3rd At will - mage hand; 3/day - charm person, sleep; 1/day - inflict moderate wounds 5th At will - charm person, mage hand, sleep; 3/day - inflict moderate wounds, slow 7th At will - charm person, inflict moderate wounds, mage hand, sleep, slow; 1/day - charm monster, fear 1 9th At will - charm person, inflict moderate wounds, mage hand, sleep, slow; 3/day - charm monster, fear11th At will - charm monster, charm person, fear, inflict moderate wounds, mage hand, sleep, slow; 1/day - telekinesis 213th At will - charm monster, charm person, fear, inflict moderate wounds, mage hand, sleep, slow; 3/day - telekinesis; 1/day - disintegrate, finger of death, flesh to stone15th At will - charm monster, charm person, fear, inflict moderate wounds, sleep, slow, telekinesis; 3/day - disintegrate, finger of death, flesh to stone17th At will - charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, telekinesis

1 This works as the spell, but affects only one creature (of any Hit Dice). 2 The same eye is used to produce the mage hand ray and the telekinesis ray; when telekinesis becomes usable at will, the mage hand becomes obsolete, and is thus removed from the table.

Flight (Ex): At 3rd level, the beholder's flight maneuverability rating improves from average to good, and it gains a permanent personal feather fall effect due to its natural buoyancy.

Large size: At 7th level, the beholder grows to size Large. It suffers a -1 size penalty on Armor Class and attack rolls, and a -4 size penalty on Hide checks, but it gains a +4 bonus on grapple checks.

All Around Vision (Ex): At 8th level, a beholder becomes so alert and circumspect that it can no longer be flanked.

Antimagic Cone (Su): At 12th level, a beholder's central eye can project a 90-ft. cone of antimagic for a total duration of one minute (10 rounds) per day. This functions as the antimagic field spell (caster level 2 + the beholder's racial Hit Dice), suppressing all magical and supernatural powers and effects within the area including the beholder's own eye rays. Once each round, on its turn, the beholder decides whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye). At 16th level, the beholder's central eye can continually produce the antimagic cone, without a daily limit. Also, the effect's area increases to a 150 ft cone.

Alder_Fiter_Galaz's picture
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Joined: 2007-03-07
Beholder racial class ROCKS!!!

I wonder if I can traduce it for my friends webpage in spanish

Duckluck's picture
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Joined: 2006-10-10
Beholder racial class ROCKS!!!

Honestly, this Monster Class is terrible. Sure it's better than many of the official ones, but any monster class that follows the system laid out in Savage Species is going to be nearly unusable. The dirty little secret is that Monster Classes were created so that players would try them, realize they were terrible, and go back to playing elves. It sounds absurd, I know, but WotC did the exact same thing with poison, trapmaking, and many of their cooler/weirder prestige classes (Magelord, anyone?).

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Joined: 2004-08-30
Beholder racial class ROCKS!!!

I can understand that you dislike the concept of monster classes (I'm not too fond of it myself), but that doesn't mean that his particular one is "terrible".

It's a stretch to even try and play a beholder character, and this class gives a player and his DM a decent shot at it.

(And BTW, what's wrong with poison? I mean, other than the pricing?)

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Joined: 2004-05-11
Beholder racial class ROCKS!!!

Poison's implementation seems awkward, as well as the fact that it's nearly useless above 10th level.

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Beholder racial class ROCKS!!!

...and let's not forget said pricing.

Anyway, this class, while more reasonable than many other monster classes, is still practically unplayable (try setting a 17'th level beholder against a decently built 17'th level fighter and see how quickly the beholder gets slaughtered -- bear in mind, fighters are also underpowered). The problem with SS style monster classes is they incorporate prohibitive Level Adjustments (also designed to punish adventurous players) instead of basing it off of CR like any reasonable class should.

Think about it. Normal PC classes go up a CR rank every level, so that a 17'th level Fighter is CR 17 and should be a match for any other CR 17 character (the fact that they usually aren't shows you how underpowered the class is). Monster Classes, by contrast, incorporate whatever random (and almost invariably stupid) Level Adjustment their race was saddled with. A Beholder, for instance, is CR 13, so any PC class based on a Beholder should be 13 levels long, or else it's underpowered the fact that the monster class is 17 levels long shows you what's wrong with the whole system. Of course, one of the problems with the Beholder is it's easilly one of the least PC friendly monsters out there and is hard to pin down power-wise, so this is actually a decent but flawed effort.

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Beholder racial class ROCKS!!!

"Class level = CR" is a common misconception. In theory, a 10th-level human character is supposed to be CR 10. That does not mean that

A. a 10th-level group of four won't mop the floor with him, nor that
B. a CR 10 monster won't mop the floor with him.

An estimated ECL 17 for a beholder is just that - an estimate. It says that a DM might - might - be able to fit a beholder into a group of 17th level characters. Not that it should be evenly matched in battle against one of them.

My main complaint about this class is that a beholder PC's powers are just too strange and disruptive to fit into a game easily, but I applaud the effort. I very much doubt that the beholder player would feel underpowered in comparison to the other PCs, at least not until they go into epic levels.

(BTW, a scenario for your "beholder vs. solo Ftr17" encounter: Beholder flies up. Fighter uses magic item to catch up. Beholder uses antimagic cone. Fighter falls down. Beholder uses eye ray. Rince, lather, repeat.)

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Beholder racial class ROCKS!!!

That only works if the Fighter is too stupid to get a bow out. With its relatively low hit points, a few good blows from an enchanted Composite Longbow can take it down long before the Beholder's Eye Rays Finish the fighter off. And that's assuming the Fighter doesn't have any ranged magical attacks like an Amulet of Fireballs. And Fighters really are underpowered. A 17'th level wizard could easilly kill a 17'th level Beholder in a round without even needing to cast Time Stop.

Oh, and I realize that Class Level doesn't always match CR (which is the problem with monster classes in the first place), but it's supposed to. That's the entire point of the CR system. When you forget that (say, by making monster classes that are even worse than Fighters and Monks), the system breaks down. Everything comes unbalanced and CR stops meaning anything. Here's why:

Say a group of 17'th level adventurers is hit by a Symbol of Death. Most of the group is unaffected, either because they have too many hit points or they make the Fortitude Save (which shouldn't be very hard for a 17'th level character). The Beholder, on the other hand, with his lousy hit points and pitifully low Fortitude Save dies instantly. After that, the DM decides to stop using Save or Dies, but pretty soon he has to start abandoning other things that require saves: Dragons' breath weapons, powerful undead, and most spell casters in general. Pretty soon the DM has restricted himself from using so much that the Beholder player is happier, but the rest of the party is bored out of their minds and the DM himself feels stifled. Inevitably people will start complaining and Beholder player will find himself drawing up a new character. The game is slowed down, everyone is annoyed, one player has to basically start over. Bad times for everyone.

That's why I encouraged people to stay away from this and other monster classes. I'm sorry if I came off as overly-critical of this particular one. It really is better than most.

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Beholder racial class ROCKS!!!

Quote:
Say a group of 17'th level adventurers is hit by a Symbol of Death. Most of the group is unaffected, either because they have too many hit points or they make the Fortitude Save (which shouldn't be very hard for a 17'th level character). The Beholder, on the other hand, with his lousy hit points and pitifully low Fortitude Save dies instantly.

Yes, that's what a Level Adjustment of +6 will do to you. In general, any LA higher than +3 can be very hard to play due to low-HD issues. See vampire template, with its zero racial HD, LA +8, and vulnerabilities aplenty. A 1st-level vampire character in an EL 9 encounter, with its 12 hit points?

However, that's supposed to balance out elsewhere on the upsides you get - in the beholder's case, the 6 eye rays per round plus the antimagic cone can help the group quite a lot and quite often, and will easily outshine the performance of "ordinary" players in combat. In the vampire's case, the dominate gaze and the go-gaseous-on-death thing.

That's the philosophy behind monster play - put two wrongs together to make a right. The thing is, it actually works in some games, if both the GM and the player are willing to compromise. (Or, if you don't take all the racial levels.)

(Oh, and I about the Ftr17 vs. beholder - apparently you missed the part when the fighter's gear is antimagicked, and he's stuck throwing rocks at the beholder.
And yes, a Wiz17 can kill pretty much anything if he wins initiative. If he doesn't, though, there's that DC 27 Fortitude save against flesh to stone to look forward to.)

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Beholder racial class ROCKS!!!

Don't even get me started on Level Adjustments or the myriad problems with the Vampire template.

In the Fighter vs. Beholder battle, the Beholder can basically only win if he's lucky or the Fighter is foolish. Smart fighters, after all, no matter how melee oriented they are, have the sense to carry a bow with them. So in doors the Beholder would get cut down because he couldn't fly away, and in the open, the Fighter would just stay out of his range and snipe. But as I've said before, a Fighter is a bad example because the class is painfully underpowered.

The real problem with the Beholder Monster Class is that it turns them into glass cannons -- in fights against weak monsters they can do crazy stuff with their eye rays, but against anyone powerful or packing Save or Dies they, well, die. Characters that are extemely powerful in some situations but corpses-in-the-making in others are no fun to play and no fun to play with. That's why I said this class sucks.

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i enjoy the class

yeah i think that monster class was a pretty good idea

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Beholder racial class ROCKS!!!

This is the coolest monster class I've ever seen, and I have all the dragon monster classes from Dragon magazine.

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