Beholder

 

Species Name: Beholder, Sphere of many eyes, Eye Tyrant

A Beholder, sometimes called a sphere of many eyes or eye tyrant is a large aberration normally found in the Underground. These large, orb-shaped beings have ten eyestalks and one central eye, each containing powerful magic. Powerful and intelligent, Beholders are among the greatest threats to the world.

Type: Monster

Physical Traits: Beholders are immediately identifiable, essentially a floating head with one single, cyclops-like eye surrounded by ten smaller eye stalks. Other than this, the main feature of a Beholder’s anatomy is its massive, gaping maw. Because their entire body is covered in eyes, Beholders have the capacity to see in all directions at once, making it nearly impossible to ambush them while also giving them an unusually high degree of perceptive ability. Additionally, Beholders have the ability to perceive in even the most darkened environment, although without the capacity to see color under conditions in which a human or similar creature would be rendered blind.

Height: 3-6 ft diametre

Weight: 300-400 lbs

Abilities: Beholders are also capable of flight, in spite of their lack of wings or similar physical features, simply hovering above ground effortlessly. The effects of this flight resemble those of the wizard spell levitation. Beholders are not particularly strong but are inherently magical creatures, each of their eyes possessing an innately magical nature. Beholders, who often attack for seemingly no reason, will often try to end a battle as quickly as possible, unleashing their terrifying abilities all at once. Among the most basic of these attacks is their deadly ability to project magical power from their eyes, in varying forms such as instilling fear within, charming, knocking out, petrifying, disintegrating, slowing, or killing their enemies. Any combination of these is possible, although they often use only two at a given time.

Mobility: Levitation

Sensory Organs: Visual

Communication: Vocal

Reproduction: Beholders have male and female reproductive organs, so they can self-fertilize. They give birth to 3-6 live young out of their mouths only once in its life. The womb is below the back of the tongue. When it gives birth the parent observes its young and decides which look most like itself. The others are eaten by the ravenous parent, along with the discarded womb, and the surviving young are forced from the parent’s lair within the hour to fend for themselves. A newborn Beholder possesses strong racial memories. Newborn Beholders grow quickly. For the first few months of life, though, they are fairly helpless, since their eye rays take some time to develop. A Beholder needs to spend several months observing magic before its eye rays develop fully. For Beholders born in remote ruins or magic-filled dungeons, the proper development of their eye rays takes about two to three months. Until then, they keep low profiles and feed on smaller animals and beasts. In areas where magic is scarce, it can take up to a year for a Beholder’s eyes to absorb enough magic to properly fuel its powers. Physically, a Beholder reaches normal size and maturity at two years of age. Afterward, its growth continues at a much slower rate. In theory, a Beholder becomes increasingly frail as it progresses beyond its ninetieth year. By the age of one hundred, its eyestalks begin to lose their powers and wither away. Only rarely do Beholders live past the age of one hundred twenty. In practice, though, a Beholder cunning and strong enough to survive attacks from powerful adventurers and other Beholders finds a way to extend its lifespan with magic. If a Beholder can stave off aging, it continues to grow slowly in size. Stories persist of immense Beholders several hundred years old and nearly 20 feet in diameter.

INT: 4D6, WIS: 4D6, STR: D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: CON +D20, AC: 0 (main body) and 2 (each eye stalk)

Orbit/Climate: See Earth

Feeding Habits: Omnivore. Despite its awesome power and magical might, a Beholder remains at its core a physical being. It must eat and drink, and often these are its only vices and indulgences — apart from the intellectual pursuit of magical knowledge or the domination of lesser races. A Beholder is omnivorous and can gain sustenance from anything organic. A typical Beholder must consume about 10 pounds of food and drink and at least 2 gallons of water per day. For Beholders, the act of feeding and drinking is their greatest physical pleasure, and as such, they often consume far more than they need. For example, a Beholder could eat a large fallen foe, consisting of up to 200 pounds of meat and several pints of blood, in one sitting. While this far exceeds what the creature needs for that day, it won’t turn down any additional offers of food or drink that happen to present themselves. Because a Beholder’s sense of taste is so atrophied, it finds satisfaction in the texture and visual qualities of the food. To a Beholder, desirable food has an interesting texture (the combination of soft flesh and crunchy bones found in living creatures is considered a delicacy) or an interesting shape or colour, since it can observe its food with its front eyestalks as it eats. For this reason, a Beholder prefers colourful food over drab food. Beholders find wine especially pleasing. Alcohol is one of the few tastes that Beholders can experience, and this, combined with the colourful varieties of wine, make it an ideal Beholder drink. A Beholder’s body processes alcohol very efficiently, so the quantity of wine required to intoxicate a typical Beholder usually exceeds the amount available to drink. As a general rule, a Beholder can imbibe well over 10 gallons of wine before getting drunk. Since Beholders often overeat, their bodies are capable of dealing with sudden gluts of food. A Beholder’s digestive system can store a large amount of material (600 pounds or more) inside the various folds of its stomach. The creature can process this stored food at the rate of about 20 pounds per day, during which time it need not eat (although it must still drink normally). Food in excess of this simply cannot be swallowed. Although a sated Beholder might chew on food simply for the texture and enjoyment of eating, it allows the chewed food to drop from its mouth when the texture is gone.
A Beholder’s favourite foods include small live mammals, exotic mushrooms and other fungi, gnomes, beef, pork, colourful leafy vegetables, leaves, flower petals, insects, and birds.

Lifespan: 80 years

Technology: 2

Culture: Xenophobic. Truly malicious race with no redeeming qualities at all. Beholders are often found occupying deep, underground caverns. Frequently, these lairs are carved out by the Beholders themselves, using their eye rays to mold the environment for their purposes. Often, these lairs are built vertically rather than horizontally like most buildings, with Beholder architecture frequently exhibiting a large number of vertical shafts which Beholders and other flying creatures can use with ease, while walking creatures find their navigation hindered.

Not all Beholders are solitary creatures with little more on their minds than slaughter. Just as other races have members who simply can’t abide by the rules of their society, so too do Beholders have outcasts. From a humanoid viewpoint, these outcasts are the few sane Beholders. These creatures maintain a hatred of other Beholders, but this is a hatred born of fear rather than intolerance. A sane Beholder understands that others of its kind view it as the greatest threat of all, and it seeks out places that other Beholders shun. In other words, these Beholders live in the societies and cities of other races.

Government: None

Population: 55,320


 

Creating a Beholder character

Step 1: Attributes
Roll attributes as normal but INT + WIS is 4D6, STR + CHA is D6, and AC is 0 (main body) and 2 (each eye stalk). Mana = INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +20, +20 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class. But remain aware of the inability to use certain skills due to a lack of arms and legs.

Step 3: Abilities

All Beholders gain all the following free;

Central Eye - The central eye produces an anti-magic ray with a 140-yard range, which covers a 90 degree arc before the creature. No magic (including the effects of the other eyes) will function within that area. Spells cast in or passing through that zone cease to function. The anti-magic cone is cast by the Beholder's central main eye every 3–4 seconds. Spell casters hit by this anti-magic cone are unable to cast any kind of spells for 3 seconds. The anti-magic cone effectively dispels any and all arcane and divine spells currently on the player.

Levitation - Beholders can hover up to 1 metre per 5 WIS above the ground.

Additionally Beholders start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Eye ability 5 Aside from the central eye a Beholder has 10 additional eyes with the following abilities which can be bought for them. A beholder may activate the magical powers of its eyes’ at will. Generally, a beholder can use D4 smaller eyes if attackers are within a 90 degree angle in front, D6 if attacked from within a 180 degree angle, D8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of the smaller eyes. Note: each eye can only have one ability and the player cannot buy the same ability twice.
Charm person (as spell)
Charm monster (as spell)
Sleep (as spell, but only one target)
Telekinesis (250 pound weight)
Flesh to stone (as spell, 30-yard range)
Disintegrate (20-yard range)
Fear (as wand)
Slow (as spell, but only a single target)
Cause serious wounds (50-yard range)
Death ray (as a death spell, with a single target, 40-yard range)
Infra Vision 5 All the character's eyes can see heat images and traces the same way as thermo optic equipment, equal to normal vision range. Can see invisible lifeforms by their heat. 
Micro Vision 5 The character's eyes can focus on extremely minute targets, objects too small for normal vision to perceive. This power allows the character to see small objects at x10 enhancement which doubles every level. If taken twice then can see things as small as chromosomes. Beyond this level light no longer carries images. 
Night Vision 5 All of the Beholder's eyes can see clearly in the dark as if it were daylight.
Penetra Vision 5 The character can see through 2 centimetres per WIS, +30 centimetres per level of any matter (except for one common object, roll on Matter Manipulate table to determine which). It requires 1 melee of concentration per 30 centimetres of depth.
Spectrum Vision 5 A form of enhanced visual sense which includes the ability to see Electrical fields (and their intensity), Gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays. Equal to normal sight range. 
Tough Hide 10 +1 AC
Truesight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Ultraviolet Vision 5 The user is able to perceive ultraviolet radiation, allowing them to see colours other can't, see well underwater, in the fog and in the rain, see fingerprints left on objects, the light given off by radioactive materials, as well as other traces such as saliva and blood.
Will Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Step 5: Classes

Any that doesnt require arms or legs. Although with telekinesis you could still perform thieving abilities.

 

 

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