Excerpts Archive | 5/8/2009
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Excerpts: MM2 Beholder Ultimate Tyrant
Monster Manual 2

In today’s final Monster Manual 2 preview, we present the most fearsome eye tyrant of all -- the Beholder Ultimate Tyrant!

Beholders

With their deadly eye rays and voracious nature, beholders are among the most powerful and most feared of monsters.

Beholder Ultimate Tyrant

The most horrible of all beholders, ultimate tyrants emerge from the Far Realm to spread dark madness in their wake.

Ultimate Tyrant Lore

Dungeoneering DC 28: The ultimate tyrant is the pinnacle of beholderkind. These creatures originate in the Far Realm, drawing power from the madness of that unknowable place.

Dungeoneering DC 33: Ultimate tyrants command the allegiance of lesser beholders. Even the willful and unpredictable eye of chaos bows to the leadership of an ultimate tyrant.


Beholder Ultimate Tyrant
Level 29 Solo Artillery
Huge aberrant magical beast
XP 75,000
Initiative +20 Senses Perception +27; all-around vision, darkvision
HP 1,080; Bloodied 540; see also spasmodic rays
AC 41; Fortitude 38, Reflex 40, Will 42
Immune petrification
Saving Throws +5
Speed fly 8 (hover)
Action Points 2
Melee Bite (standard; at-will)
+36 vs. AC; 3d8 + 10 damage.
Ranged Central Eye (minor 1/round; at-will)
Ranged 30; +34 vs. Fortitude; the target is dazed and slowed (save ends both). First Failed Saving Throw: The target is stunned (save ends). Miss: The target is slowed (save ends).
Ranged Eyes of the Beholder (free, when an enemy starts its turn within 5 squares of the beholder; at-will)
The ultimate tyrant uses eye ray against the triggering enemy.
Close Burst Spasmodic Rays (when first bloodied and again when the beholder ultimate tyrant drops to 0 hit points)
The ultimate tyrant uses a random eye ray attack against each enemy within 10 squares.
Area Burst Eye Ray (standard; at-will) see text
The beholder ultimate tyrant uses two eye ray powers chosen from the list below. The origin square of each area burst must be centered on a different enemy. Using eye ray does not provoke opportunity attacks.
1—Madness Ray (Charm, Psychic): Area burst 1 within 10; +32 vs. Will; 2d8 + 7 psychic damage, and the target must make a basic attack against its nearest ally as a free action.
2—Unraveling Ray: Area burst 1 within 10; +32 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 10 damage (save ends). First Failed Saving Throw: The target takes 1d10 damage. Second Failed Saving Throw: The target takes 2d10 damage. Third Failed Saving Throw: The target takes 3d10 damage, and the ongoing damage from this power ends.
3—Withering Ray (Necrotic): Area burst 1 within 10; +32 vs. Fortitude; 2d8 + 7 damage, and the target takes ongoing 10 necrotic damage (save ends). First Failed Saving Throw: The target is weakened (save ends).
4—Burning Ray (Fire): Area burst 1 within 10; +32 vs. Reflex; 2d6 + 7 fire damage, and the target takes a –2 penalty to attack rolls and ongoing 10 fire damage (save ends both).
5—Telekinesis Ray: Area burst 1 within 10; +32 vs. Fortitude; the beholder slides the target 8 squares, and the target is knocked prone.
6—Frost Ray (Cold): Area burst 1 within 10; +32 vs. Reflex; 2d8 + 7 cold damage, and the target takes a –2 penalty to saving throws until the end of the beholder’s next turn.
7—Petrifying Ray: Area burst 1 within 10; +32 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.
8—Disintegrate Ray: Area burst 1 within 10; +32 vs. Fortitude; 2d10 + 7 damage, and the target takes ongoing 15 damage (save ends). Aftereffect: Ongoing 10 damage (save ends).
9—Ray of Attraction: Area burst 1 within 10; +32 vs. Reflex; the target takes a –5 penalty to all defenses, and at the start of the target’s turn the beholder pulls it 2 squares (save ends both). Aftereffect: The target takes a –2 penalty to all defenses (save ends).
10—Ray of Repulsion: Area burst 1 within 10; +32 vs. Reflex; the target takes a –2 penalty to Reflex, and at the start of the target’s turn the ultimate tyrant pushes it 6 squares (save ends both). Aftereffect: The target is pushed 3 squares at the start of its turn (save ends).
Antimagic Field
A beholder ultimate tyrant takes no damage from zone effects.
Alignment Evil
Languages Deep Speech
Str 22 (+20)
Dex 22 (+20)
Wis 27 (+22)
Con 30 (+24)
Int 34 (+26)
Cha 38 (+28)