3
    J     I     M      N     E     L     S     O     N BEHOLDER Creatures of abhorrent shape and alien mind, beholders seek dominance over all they survey. The  f loating ho rrors enforce their will by f iring rays of magic from their eyestalks.  When the unwholesome plane known as the Far Realm comes into tenuous contact with reality, terrible things boil across the bound- ary. Nightmares form the thunderhead of psychic storms that presage the arrival of warped beings and forces undreamt of by the maddest demon or the vilest devil. Many aberrant creatures stumble upon the world by accident, pushed in like chill wind through a door suddenly opened. Others crash into reality because it is as loath- some to them as their surreal homeland is to all sane natives of the rational planes. Beholders, however, come as conquerors. Each one seeks to claim all in its sight, and beholders see much indeed.  Beholders do not belong in the world or in any o f the planes inhabited by immortal or elemental, primordial or god. Their home, the Far Realm, is so antithetical to rational thought that most who glimpse the plane go mad. Like other unsettling inhabitants of that place, beholders have forms unlike those of natural creatures. Diverse and Horrible Powers: Beholders come in a bewildering variety, and many that escape the Far Realm emerge into the world altered by the passage. Each beholder projects a number of supernatural powers through its eyes, but the specific details and a rrangement of those pow ers vary by beholder variety. Worse, the powers can change and improve over time, so that as a beholder grows older, it becomes more fearsome.  Ruled by Few: The only certainty when dealing with beholders is that they possess malignant intent and a desire for dominance. Indeed, beholders rarely tolerate subservience to other beings, and they shun the company of their own kind. When beholders work together or do the bidding of a more powerful master, the world is in peril.  Beholders serve only those creatures that they fear and from w hich they cannot escape. Formidable titans, mighty dragons, and legendary spellcast- ers can sometimes command a beholder’s allegiance, but these would-be lords must be cautious of betrayal. As deceitful as it is malign, a beholder will submit to the authority of a strong leader if it believes it can one day claim that creature’s power.  Masters of Many:  Beholders believe that they deserve to rule all they see. Lesser beings that show obedience to these hungry and unpredictable horrors can find a place—albeit not a safe one—in their service. Beholders accept all manner of creatures as their attendants, lackeys, and minions. Such slaves must frequently prove themselves valuable, lest their masters decide that they would make better meals than they do servants. Beholder Gauth Level 5 Elite Artiller y Medium aberrant magical beast XP 400 HP 102; Bloodied 51 Initiative +4  AC 17, Fortitude 16, Reflex  18, Will 19 Perception +1 0 Speed 0, fly 6 (hover) All-around vision, darkvisio n Saving   Throws +2; Action Points 1  T  All-Around Vision Enemies can’t gain combat advantage by flanking the gauth. S A m Bite   At-Will  Attack:  Melee 1 (one creature); +10 vs. AC Hit: 2d4 + 5 damage.  R  Eye Rays   At-Will Effect:  The gauth use s two eye ray  powers chosen from the list below. Each eye ray  must target a different creature. Using eye rays does not provoke opportunity attacks.  1. Fire Ray  (fire): Ranged 8; +10 vs. Reflex; 2d6 + 6 fire damage.  2. Exhaustion Ray  (necrotic): Ranged 8; +10 vs. Fortitude; 1d8 + 4 necrotic damage, and the target is weakened (save ends).  3. Sleep Ray  (charm): Ranged 8; +10 vs. Fortitude; the target is slowed (save ends). First Failed Saving Throw:  The target is knocked unconscious instead of slowed (save ends).  4. Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the gauth slides the target up to 4 squares. M A r Central Eye   At-Will  Attack:  Ranged 5 (one creature); +10 vs. Will Hit: The target is immobilized until the end of the gauth’s next turn. Str  12 (+3) Dex  15 (+4)  Wis 16 (+5) Con 15 (+4) Int 18 (+6) Cha 20 (+7)  Alignment evil Languages Deep Speech 24  Monsters A-Z 25 BEHOLDER 

4e MV Beholder

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Page 1: 4e MV Beholder

J I M N

E L S O N

BEHOLDER Creatures of abhorrentshape and alien mindbeholders seek dominanceover all they survey The

f loating ho rrors enforcetheir will by f iring rays ofmagic from their eyestalks

When the unwholesomeplane known as theFar Realm comes intotenuous contact withreality terrible thingsboil across the bound-ary Nightmares form thethunderhead of psychicstorms that presage thearrival of warped beingsand forces undreamt ofby the maddest demonor the vilest devil Manyaberrant creaturesstumble upon the worldby accident pushed inlike chill wind througha door suddenly openedOthers crash into realitybecause it is as loath-some to them as theirsurreal homeland is to all sane natives of the rational planes Beholders howevercome as conquerors Each one seeks to claim all in its sight and beholders seemuch indeed Beholders do not belong in the world or in any of the planes inhabited byimmortal or elemental primordial or god Their home the Far Realm is soantithetical to rational thought that most who glimpse the plane go mad Likeother unsettling inhabitants of that place beholders have forms unlike those ofnatural creatures

Diverse and Horrible Powers Beholders come in a bewildering varietyand many that escape the Far Realm emerge into the world altered by thepassage Each beholder projects a number of supernatural powers throughits eyes but the specific details and a rrangement of those powers vary bybeholder variety Worse the powers can change and improve over time sothat as a beholder grows older it becomes more fearsome

Ruled by Few The only certainty when dealing with beholders is that theypossess malignant intent and a desire for dominance Indeed beholders rarelytolerate subservience to other beings and they shun the company of their ownkind When beholders work together or do the bidding of a more powerfulmaster the world is in peril Beholders serve only those creatures that they fear and from which theycannot escape Formidable titans mighty dragons and legendary spellcast-ers can sometimes command a beholderrsquos allegiance but these would-belords must be cautious of betrayal As deceitful as it is malign a beholder willsubmit to the authority of a strong leader if it believes it can one day claim thatcreaturersquos power Masters of Many Beholders believe that they deserve to rule all they seeLesser beings that show obedience to these hungry and unpredictable horrorscan find a placemdashalbeit not a safe onemdashin their service Beholders accept allmanner of creatures as their attendants lackeys and minions Such slaves mustfrequently prove themselves valuable lest their masters decide that they wouldmake better meals than they do servants

Beholder Gauth Level 5 Elite Artillery Medium aberrant magical beast XP 400

HP 102 Bloodied 51 Initiative +4

AC 17 Fortitude 16 Reflex 18 Will 19 Perception +10

Speed 0 fly 6 (hover) All-around vision darkvisio n

Saving Throws +2 Action Points 1

T983154983137983145983156983155

All-Around Vision

Enemies canrsquot gain combat advantage by flanking the gauth

S983156983137983150983140983137983154983140 A983139983156983145983151983150983155

m Bite 983110 At-Will

Attack Melee 1 (one creature) +10 vs AC

Hit 2d4 + 5 damage

R Eye Rays 983110 At-Will

Effect The gauth use s two eye ray powers chosen from the list below Each eye ray must target a

different creature Using eye rays does not provoke opportunity attacks

1 Fire Ray (fire) Ranged 8 +10 vs Reflex 2d6 + 6 fire damage

2 Exhaustion Ray (necrotic) Ranged 8 +10 vs Fortitude 1d8 + 4 necrotic damage and the

target is weakened (save ends)

3 Sleep Ray (charm) Ranged 8 +10 vs Fortitude the target is slowed (save ends)

First Failed Saving Throw The target is knocked unconscious instead of slowed (save ends)

4 Telekinesis Ray Ranged 8 +10 vs Fortitude the gauth slides the target up to 4 squares

M983145983150983151983154 A983139983156983145983151983150983155

r Central Eye 983110 At-Will

Attack Ranged 5 (one creature) +10 vs Will

Hit The target is immobilized until the end of the gauthrsquos next turn

Str 12 (+3) Dex 15 (+4) Wis 16 (+5)

Con 15 (+4) Int 18 (+6) Cha 20 (+7)

Alignment evil Languages Deep Speech

24 Monsters A-Z 25BEHOLDER

Beholder Level 9 Solo Artillery Large aberrant magical beast XP 2000

HP 392 Bloodied 196 Initiative +9

AC 23 Fortitude 21 Reflex 22 Will 22 Perception +11

Speed 0 fly 4 (hover) All-around vision darkvisio n

Saving Throws +5 Action Points 2

T983154983137983145983156983155

All-Around Vision

Enemies canrsquot gain combat advantage by flanking the beholder

S983156983137983150983140983137983154983140 A983139983156983145983151983150983155

m Bite 983110 At-Will

Attack Melee 1 (one creature) 14 vs AC

Hit 2d8 + 8 damage

R Eye Rays 983110 At-Will

Effect The beholder uses t wo of the following eye ray s using each agains t a different target T his

attack does not provoke opportunity attacks

1 Charm Ray (charm) Ranged 10 +14 vs Will the target is dominated until the end of its

next turn

2 Wounding Ray (necrotic) Ranged 10 +14 vs Fort itude 2d10 + 6 necrotic damage

3 Sleep Ray (charm) Ranged 10 +14 vs Will the target is immobilized (save ends)

First Failed Saving Throw The target is knocked unconscious instead of immobilized

(save ends)

4 Telekinesis Ray Ranged 10 +14 vs Fortitude the beholder slides the target up to 4 squares

5 Slowing Ray (necrotic) Ranged 10 +14 vs Reflex 3d6 + 5 necrotic damage and the target

is slowed (save ends)

6 Brilliant Ray (radiant) Ranged 10 +14 vs Will 1d6 + 5 radiant damage and the target is

blinded (save ends)

7 Terror Ray (fear psychic) Ranged 10 +14 vs Will 2d8 + 5 psychic damage and the

beholder pushes the target its speed

8 Petrifying Ray Ranged 10 +14 vs Fortitude the target is petrified (save ends)

Aftereffect The target is immobilized (save ends)

9 Death Ray (necrotic) Ranged 10 +14 vs Fortitude 2d8 + 10 necrotic damage If the target

is bloodied before or after the attack it is also dazed (save ends)

First Failed Saving Throw The target is dazed and weakened (save ends both)

Second Failed Saving Throw The target dies

10 Disintegrate Ray Ranged 10 +14 vs Fortitude 1d8 + 5 damage and ongoing 10 damage

(save ends)

R Eye Ray Frenzy 983110 Recharge 6Requirement The beholder must be bloodied

Effect As eye rays above except the beholder makes three eye ray attacks

M983145983150983151983154 A983139983156983145983151983150983155

C Central Eye 983110 At-Will (1round)

Attack Close blast 5 (enemies in the blast) +12 vs Will

Hit The target cannot use encounter or daily attack powers until the end of its next turn

T983154983145983143983143983141983154983141983140 A983139983156983145983151983150983155

R Random Eye Ray 983110 At-Will

Trigger The beholder is conscious and an enemy starts its turn within 5 squares of it

Effect (No Action) The beholder uses o ne random eye ray against the tr iggering enemy

Str 18 (+8) Dex 20 (+9) Wis 15 (+6)

Con 18 (+8) Int 19 (+8) Cha 20 (+9)

Alignment evil Languages Deep Speech

Beholder Eye Tyrant Level 19 Solo Artillery Large aberrant magical beast XP 12000

HP 720 Bloodied 360 Initiative +16

AC 33 Fortitude 29 Reflex 31 Will 33 Perception +17

Speed 0 fly 4 (hover) All-around vision darkvisio n

Saving Throws +5 Action Points 2

T983154983137983145983156983155

All-Around Vision

Enemies canrsquot gain combat advantage by flanking the beholder

S983156983137983150983140983137983154983140 A983139983156983145983151983150983155

m Bite 983110 At-Will

Attack Melee 1 (one creature) +24 vs AC

Hit 4d8 + 7 damage

R Eye Rays 983110 At-Will

Effect The beholder uses t wo of the following eye ray s using each agains t a different target T his

attack does not provoke opportunity attacks

1 Searing Ray (radiant) Ranged 10 +24 vs Ref lex 3d10 + 11 radiant damage

2 Withering Ray (necrotic) Ranged 10 +24 vs Fort itude 2d8 + 9 damage and ongoing 10

necrotic damage (save ends)

3 Sleep Ray (charm) Ranged 10 +24 vs Will the target falls unconscious (save ends)

4 Telekinesis Ray Ranged 10 +24 vs Fortitude the beholder slides the target up to 4 squares

5 Hold Ray Ranged 10 +24 vs Reflex the target is restrained (save ends)

6 Confusion Ray (charm) Ranged 10 +24 vs Will the target uses a free action to charge the

nearest ally it is able to charge

7 Terror Ray (fear psychic) Ranged 10 +24 vs Will 2d12 + 8 psychic damage and the target

moves its speed as a free action If it does not end this movement at least 4 squares farther

from the beholder than it began the t arget takes 2d12 + 8 psychic damage

8 Petrifying Ray Ranged 10 +24 vs Fortitude the target is slowed (save ends)

First Failed Saving Throw The target is immobilized instead of slowed (save ends)

Second Failed Saving Throw The target is petrified

9 Death Ray (necrotic) Ranged 10 +24 vs Fortitude 4d10 + 6 necrotic damage If the target

is bloodied before or after the attack it is also dazed (save ends)

First Failed Saving Throw The target is dazed and weakened (save ends both)

Second Failed Saving Throw The target dies

10 Disintegrate Ray Ranged 10 +24 vs Fortitude 2d10 + 9 damage and ongoing 2d20

damage (save ends)

R Eye Ray Frenzy 983110 Recharge 6

Requirement The beholder must be bloodied

Effect As eye rays above except the eye tyrant makes four eye ray attacks

M983145983150983151983154 A983139983156983145983151983150983155

C Central Eye 983110 At-Will (1round)

Attack Close blast 5 (enemies in the blast) +22 vs Will

Hit The target cannot use encounter or daily attack powers until the end of its next turn

T983154983145983143983143983141983154983141983140 A983139983156983145983151983150983155

R Random Eye Ray 983110 At-Will

Trigger The beholder is conscious and an enemy starts its turn within 5 squares of it

Effect (No Action) The beholder uses o ne random eye ray against the tr iggering enemy

Str 18 (+13) Dex 24 (+16) Wis 17 (+12)

Con 20 (+14) Int 22 (+15) Cha 28 (+18)

Alignment evil Languages Deep Speech

26 Monsters A-Z 27

BEHOLDER

Page 2: 4e MV Beholder

Beholder Level 9 Solo Artillery Large aberrant magical beast XP 2000

HP 392 Bloodied 196 Initiative +9

AC 23 Fortitude 21 Reflex 22 Will 22 Perception +11

Speed 0 fly 4 (hover) All-around vision darkvisio n

Saving Throws +5 Action Points 2

T983154983137983145983156983155

All-Around Vision

Enemies canrsquot gain combat advantage by flanking the beholder

S983156983137983150983140983137983154983140 A983139983156983145983151983150983155

m Bite 983110 At-Will

Attack Melee 1 (one creature) 14 vs AC

Hit 2d8 + 8 damage

R Eye Rays 983110 At-Will

Effect The beholder uses t wo of the following eye ray s using each agains t a different target T his

attack does not provoke opportunity attacks

1 Charm Ray (charm) Ranged 10 +14 vs Will the target is dominated until the end of its

next turn

2 Wounding Ray (necrotic) Ranged 10 +14 vs Fort itude 2d10 + 6 necrotic damage

3 Sleep Ray (charm) Ranged 10 +14 vs Will the target is immobilized (save ends)

First Failed Saving Throw The target is knocked unconscious instead of immobilized

(save ends)

4 Telekinesis Ray Ranged 10 +14 vs Fortitude the beholder slides the target up to 4 squares

5 Slowing Ray (necrotic) Ranged 10 +14 vs Reflex 3d6 + 5 necrotic damage and the target

is slowed (save ends)

6 Brilliant Ray (radiant) Ranged 10 +14 vs Will 1d6 + 5 radiant damage and the target is

blinded (save ends)

7 Terror Ray (fear psychic) Ranged 10 +14 vs Will 2d8 + 5 psychic damage and the

beholder pushes the target its speed

8 Petrifying Ray Ranged 10 +14 vs Fortitude the target is petrified (save ends)

Aftereffect The target is immobilized (save ends)

9 Death Ray (necrotic) Ranged 10 +14 vs Fortitude 2d8 + 10 necrotic damage If the target

is bloodied before or after the attack it is also dazed (save ends)

First Failed Saving Throw The target is dazed and weakened (save ends both)

Second Failed Saving Throw The target dies

10 Disintegrate Ray Ranged 10 +14 vs Fortitude 1d8 + 5 damage and ongoing 10 damage

(save ends)

R Eye Ray Frenzy 983110 Recharge 6Requirement The beholder must be bloodied

Effect As eye rays above except the beholder makes three eye ray attacks

M983145983150983151983154 A983139983156983145983151983150983155

C Central Eye 983110 At-Will (1round)

Attack Close blast 5 (enemies in the blast) +12 vs Will

Hit The target cannot use encounter or daily attack powers until the end of its next turn

T983154983145983143983143983141983154983141983140 A983139983156983145983151983150983155

R Random Eye Ray 983110 At-Will

Trigger The beholder is conscious and an enemy starts its turn within 5 squares of it

Effect (No Action) The beholder uses o ne random eye ray against the tr iggering enemy

Str 18 (+8) Dex 20 (+9) Wis 15 (+6)

Con 18 (+8) Int 19 (+8) Cha 20 (+9)

Alignment evil Languages Deep Speech

Beholder Eye Tyrant Level 19 Solo Artillery Large aberrant magical beast XP 12000

HP 720 Bloodied 360 Initiative +16

AC 33 Fortitude 29 Reflex 31 Will 33 Perception +17

Speed 0 fly 4 (hover) All-around vision darkvisio n

Saving Throws +5 Action Points 2

T983154983137983145983156983155

All-Around Vision

Enemies canrsquot gain combat advantage by flanking the beholder

S983156983137983150983140983137983154983140 A983139983156983145983151983150983155

m Bite 983110 At-Will

Attack Melee 1 (one creature) +24 vs AC

Hit 4d8 + 7 damage

R Eye Rays 983110 At-Will

Effect The beholder uses t wo of the following eye ray s using each agains t a different target T his

attack does not provoke opportunity attacks

1 Searing Ray (radiant) Ranged 10 +24 vs Ref lex 3d10 + 11 radiant damage

2 Withering Ray (necrotic) Ranged 10 +24 vs Fort itude 2d8 + 9 damage and ongoing 10

necrotic damage (save ends)

3 Sleep Ray (charm) Ranged 10 +24 vs Will the target falls unconscious (save ends)

4 Telekinesis Ray Ranged 10 +24 vs Fortitude the beholder slides the target up to 4 squares

5 Hold Ray Ranged 10 +24 vs Reflex the target is restrained (save ends)

6 Confusion Ray (charm) Ranged 10 +24 vs Will the target uses a free action to charge the

nearest ally it is able to charge

7 Terror Ray (fear psychic) Ranged 10 +24 vs Will 2d12 + 8 psychic damage and the target

moves its speed as a free action If it does not end this movement at least 4 squares farther

from the beholder than it began the t arget takes 2d12 + 8 psychic damage

8 Petrifying Ray Ranged 10 +24 vs Fortitude the target is slowed (save ends)

First Failed Saving Throw The target is immobilized instead of slowed (save ends)

Second Failed Saving Throw The target is petrified

9 Death Ray (necrotic) Ranged 10 +24 vs Fortitude 4d10 + 6 necrotic damage If the target

is bloodied before or after the attack it is also dazed (save ends)

First Failed Saving Throw The target is dazed and weakened (save ends both)

Second Failed Saving Throw The target dies

10 Disintegrate Ray Ranged 10 +24 vs Fortitude 2d10 + 9 damage and ongoing 2d20

damage (save ends)

R Eye Ray Frenzy 983110 Recharge 6

Requirement The beholder must be bloodied

Effect As eye rays above except the eye tyrant makes four eye ray attacks

M983145983150983151983154 A983139983156983145983151983150983155

C Central Eye 983110 At-Will (1round)

Attack Close blast 5 (enemies in the blast) +22 vs Will

Hit The target cannot use encounter or daily attack powers until the end of its next turn

T983154983145983143983143983141983154983141983140 A983139983156983145983151983150983155

R Random Eye Ray 983110 At-Will

Trigger The beholder is conscious and an enemy starts its turn within 5 squares of it

Effect (No Action) The beholder uses o ne random eye ray against the tr iggering enemy

Str 18 (+13) Dex 24 (+16) Wis 17 (+12)

Con 20 (+14) Int 22 (+15) Cha 28 (+18)

Alignment evil Languages Deep Speech

26 Monsters A-Z 27

BEHOLDER

Page 3: 4e MV Beholder