Ghost Beholder
Monster Manual 3 Excerpts
At the head of roiling chaotic storms, beholders arrive in the world. Some aberrant creatures stumble upon the world by accident, and others arrive as destroyers. Beholders come as conquerors, seeking to swallow up everything with their greed and ambition.
In today's Monster Manual 3 excerpt we examine the ghost beholder -- a creature that has died once already and is now cautious. It hides in the ground or behind ceilings and walls, using a single eye stalk to spy. Then it emerges, shooting eye rays at its surprised foes.
Lore
Dungeoneering DC 25: Beholders do not belong in the world or in any of the planes. They are beings of the Far Realm, a place so antithetical to rational thought and existence that most who glimpse it go mad. Beholders come a host of varieties. The only thing one can be certain of when dealing with beholders is that all possess some malignant intent and the desire to rule. They are treacherous creatures that cannot be trusted.
Ghost Beholder
Death need not be an end to avarice and ambition. As living creatures, beholders must eventually fall from the air to rot on the hated earth. Yet some have the willpower and anger to float again, returning as ghost beholders.
Ghost Beholder
Level 18 Elite Controller
Large aberrant magical beast (undead)
XP 4,000
HP 254; Bloodied 127 Initiative +16
AC 30, Fortitude 29, Reflex 30, Will 30 Perception +17
Speed 0, fly 6 (hover), phasing Darkvision
Immune disease, poison; Resist insubstantial;
Vulnerable 10 radiant
Saving Throws +2; Action Points 1
All-Around Vision
Enemies can’t gain combat advantage by flanking the ghost beholder.
Attack: Melee 1 (one creature); +21 vs. Reflex
Hit: 3d8 + 13 necrotic damage.
Effect: The beholder uses one of the following eye rays without provoking an opportunity attack.
1. Chill of the Grave (cold, necrotic)
Attack: Ranged 10 (one creature); +21 vs. Fortitude
Hit: 4d8 + 8 cold and necrotic damage, and the target is slowed (save ends).
First Failed Saving Throw: The target is immobilized instead of slowed (save ends).
2. Ghostly Possession (psychic)
Attack: Ranged 10 (one creature); +21 vs. Will
Hit: Ongoing 15 psychic damage (save ends).
First Failed Saving Throw: In addition to the ongoing damage, the target is dazed (save ends both).
Second Failed Saving Throw: The target is dominated instead of dazed and continues to take the ongoing damage (save ends both). The beholder is removed from play until the effect ends. When the effect ends, the beholder reappears in an unoccupied space within 10 squares of the target. The beholder can end the effect as a free action.
3. Killing Thought (psychic)
Attack: Ranged 10 (one creature); +21 vs. Will
Hit: 1d8 + 9 psychic damage, and the target makes a melee basic attack against itself as a free action. If the target is not wielding a melee weapon, it drops a held item and draws a melee weapon as a free action and then makes the attack.
Attack: Ranged 10 (one creature); +21 vs. Will
Hit: The beholder slides the target 5 squares, and the target gains vulnerable 5 necrotic and vulnerable 5 psychic until the start of the beholder’s next turn.
Eyes of the Beholder
At-Will
Trigger: An enemy starts its turn within 5 squares of the beholder.
Effect (Free Action): The beholder uses eye ray against the triggering enemy. Determine which ray it uses by rolling a d4, rerolling the die on a result of 4.
Str 12 (+10)
Dex 25 (+16)
Wis 16 (+12)
Con 19 (+13)
Int 22 (+15)
Cha 25 (+16)
Alignment evil
Languages Deep Speech
Friday: Like a cancer in the earth, spawn of Kyuss rise from the depths to spread suffering and anguish across the land.
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