(Usable) Beholder Monster Class

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Duckluck's picture
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Factor
Joined: 2006-10-10
(Usable) Beholder Monster Class

This is something Oberoni_Fallacy and I worked up to try to make Beholders a bit more playable. Note that these are Orthorian Beholders and are more than a little bit different from the standard variety (it's only ECL ten, for one thing). This is a rough draft. I'll be play-testing it soon and will make changes as necessary.

Orthorian Beholder:
Beholder Class:
Not all beholders follow the beholder class to the end. Since all beholders use Eye Rays, they're all assumed to have levels in this class (normally about five). While it means that they don't make good Casters, if a player's going to play a beholder, he's already distinguishing himself as a character (it's not like he can pick up the Boots of Striding and Springing).

The purpose of this class is to provide a somewhat flexible base to create beholder PCs and NPCs from, not a class that just anyone can dip into and say - “Hey, Eye Rays!”. However, that doesn't mean we're going to Savage Species route and ignore balance entirely. A Fourth-Level Beholder is roughly equivalent to a CR 4 challenge, I.E, a ECL 4 Rogue, Wizard, Cleric, Duskblade, etc (not fighters. Sorry.)

Beholder Hit Dice:
D6 (3.5 Average HP)
Good Will Save
4+int skills
Skill List:
Hide, Knowledge (All), Search, Spot, Move Silently, Intimidate, Sense Motive.
Medium size (Large Size at Level 5).
Weapon Proficiency: Simple Weapons.
Armor Proficiency: None.
+1 Natural Armor every other level and +2 when they reach Large size.
_
Progression:
Beholders have a medium Base Attack Bonus (as Cleric), and a Good Will Save and Poor Reflex and Fortitude Saves (as Wizard). They have a d6 Hit Die.
1 – Beholder Traits, Floating, Eye Ray 1, +2 Constitution
2 – Natural Armor 4, Eye Ray 2
3 - Improved Floating (10 feet hover), Eye Ray 3
4 – Natural Armor 5, Eye Ray 4
5 – Natural Armor 7, Flight (15 feet perfect), Large Size, Maturity, Eye Ray 5
6 – Natural Armor 8, Eye Ray 6
7 – Improved Fly Speed (20 feet perfect), Eye Ray 7
8 – Natural Armor 9, Eye Ray 8
9 – Improved Fly Speed (30 feet perfect), Eye Ray 9
10 – Natural Armor 10, Eye Ray 10, +2 Intelligence

Beholder Traits: Beholders are non-humanoid Aberrations. They are not immune to critical hits, and have no limbs. Beholders have the All-Around Vision and Darkvision (Ex) abilities. Note that the Beholder monster class has different hit dice than regular aberrations.

All-Around Vision (Ex): A Beholder gains a +4 racial bonus on Spot and Search checks and cannot be flanked unless it's flankers have concealment. (Underlined is changed from entry in Monster Manual).

Floating (Su): Immature beholders may Float above the ground. This is in all ways like regular flight, except that it has a ceiling given in the table above (5 feet than 10 feet). A Beholder bereft of it's flight or floating abilities may crawl a speed of five feet.

Natural Armor (Ex): A Beholder has an enhancement bonus to Natural Armor given in the table above, which overlaps, not stacks, with the enhancement bonus given by spells such as Barkskin.

Maturity (Ex): At level 5, a Beholder becomes a full adult among its people and gains all the rights and responsibilities associated with that rank (+4 to all Diplomacy checks made when dealing with other Beholders).

Flight (Su): A mature beholder finally learns to take to the skies, gaining a fly speed specified in the table above.

Eye Rays (Sp): Beholders have a number of Eye Rays, powerful supernatural beams with diverse effects they gain as they mature. A beholder gains a new Eye Ray every level, and may use one as a standard action. Unless specified otherwise in it's description, an Eye Ray is unlimited use and is a Ray (Ranged Touch Attack) with a range of 60 feet. The Eye Rays are:

Eye Ray 1 (Telekinesis) – The Beholder may hold one object with a carrying capacity of STR +1/Beholder Level (as per the carrying capacity rules for a medium creature in the Player's Handbook). The Beholder may also use his Telekinesis Ray to "hold" one weapon and attack with it as normal. The Beholder may upgrade using later eye slots in order to be counted as Large or Huge.
Eye Ray 2 (Direct Damage) – Ray (Touch Attack) 1d6/Level Elemental Damage OR 15-foot Cone Elemental Damage OR Bullet (Regular Attack) 1d8/Level Elemental Damage (5/day)
Eye Ray 3 (Antimagic) – Gain Dispel Magic (AT WILL).
Eye Ray 4 (Interaction) – Suggestion or Charm Monster (1 min/level, 4/day or 2/day)
Eye Ray 5 (Save-or-Suck) – Choose Slow, Fear, Sleep (Hit Die Limit = 2x Level) or Blindness/Deafness (ALL 30-foot Cone for 1 round/level, ALL 3/day)
Eye Ray 6 (Redundancy) – Choose Another Effect that you didn't choose. (I.E, If you had an Electric Cone, get a Frozen Ray)
Eye Ray 7 (Illusion) – Choose Major Image (Must concentrate to keep it going), Illusory Wall, or Rainbow Pattern
Eye Ray 8 (Enfeeblement) – (Choose Ranged Touch Attack (No Save) or 30-foot Cone (Fortitude Save) for 1d6 Dex and Strength Damage OR 1d6 Int, Wis, and Cha Damage)
Eye Ray 9 (Redundant Redundancy) - Choose Another Effect that you didn't choose. (I.E, If you had an Electric Cone, get a Frozen Ray)
Eye Ray 10 (Disintegrate) – Disintegrate 3/day, caster level is Char Level +1, save for HALF.

Beholders and Items - As player characters (or NPCs), beholders should have magic items appropriate for their level. Unfortunately, beholders lack all the limbs to fit magic items on. They can't wear boots or bracers/gauntlets/gloves, but they can wear pretty much everything else.
You can even fit rings on up to two eyestalks (but they're hard to get off). Hats, cloaks, and such are all fine. It'll look a little silly, but Beholders (and adventurers) look silly anyways. A fashionable beholder will attempt to get custom-made items. Even magic vests and jackets are appropriate, but after being used by a beholder, no one else is going to be able to fit in it. It's simply a risk of spherical eye-monster of death.

Well, there you have it. Sorry if it's a little jumbled, this is still in the early stages. Major props to my man Oberoni for the work he put in.

Clueless's picture
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Webmonkey
Joined: 2008-06-30
(Usable) Beholder Monster Class

I would suggest adding some version of mage hand at will under beholder traits (for those younglings who haven't picked the eye ray for TK yet, but really really would like to be able to eat at the dinnertable... ) Eye-wink

Duckluck's picture
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Factor
Joined: 2006-10-10
(Usable) Beholder Monster Class

Well, you actually get the Telekinesis Ray at first level which makes that rather redundant, but that ability is still sort of poorly defined. I'll do some re-writing work in the morning.

Clueless's picture
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Webmonkey
Joined: 2008-06-30
(Usable) Beholder Monster Class

Yeah, I just sorta realized that with the way the rays were set up. It was late last night - forgive me? Eye-wink

Duckluck's picture
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Factor
Joined: 2006-10-10
(Usable) Beholder Monster Class

No problem.

OK, I revised it a little bit, so now you can actually figure out what that eye ray does. Also, I finally added an explanation for Maturity (which exists almost entirely for flavor reasons).

Duckluck's picture
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Factor
Joined: 2006-10-10
(Usable) Beholder Monster Class

Added a brief snippet on equipment (that was actually written by Oberoni, not that it matters). I'll be filling it in with more details once we get a few prestige classes built up (at least one of which will wear armor and hit people with TK weapons).

P.S. I'm back from vacation and ready to step back into the fray. Expect to hear more from me later.

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