Rang : Sage d'honneur
Inscrit le : 21/12/2009(UTC)
Messages : 12,757
Localisation : Toulon (83)
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A propos, je viens de retrouver ça, si ça intéresse quelqu'un :
Beholder CR 11 Monster Manual p. 25 XP 12,800 LE Large aberration Init +6; Senses darkvision 60 ft.; Perception +22 DEFENSE AC 26, touch 11, flat-footed 24 (-1 size, +2 Dex, +15 natural) hp 93 (11d8+44) Fort +9, Ref +5, Will +11 OFFENSE Speed 5 ft., fly 20 ft. (good) Melee bite +2 (2d4) Space 10 ft.; Reach 5 ft. Special Attacks eye rays +9 ranged touch STATISTICS Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15 Base Atk +8; CMB +9; CMD 21 Feats Alertness B, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point Blank Shot, Magical Aptitude Skills Fly +18, Knowledge (arcana) +17, Intimidate +16, Perception +22, Spellcraft +19, Stealth +12, Use Magic Device +15; Racial Modifiers +2 Perception Languages Beholder, Common ECOLOGY Environment any underground Organization solitary, pair, or cluster (3-6) Treasure double standard SPECIAL ABILITIES Flight (Ex) Beholders are naturally buoyant which allows them to fly at a speed of 20 feet, as well as a permanent feather fall effect with personal range. Eye Rays (Su) The beholder can produce a ray from each of its 10 small eyes once per round as a free action. During a round, it may only aim 3 eye rays in any given 90 degree arc (forward, back, left, right, up, down). The rays (CL 13, save DC 17, saves are Charisma-based) each have different effects: Charm Monster: The target must succeed on a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside. Charm Person: The target must succeed on a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm monster ray. Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat. Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition. Finger of Death:The target must succeed on a Fortitude save or be take 130 points of damage as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly. Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration.) Inflict Moderate Wounds: This works like the spell, causing 2d8+10 points of damage (Will half ). Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Beholders like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but theyalso know that doing so takes time and can delay an effective counterattack. Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death ray. If one of the former rays fails to eliminate the foe, this ray might at least hamper it. Telekinesis: A beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save. Antimagic Cone (Su) A beholder’s central eye continually produces a 150-foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed—even the beholder’s own eye rays. Once each round, during its turn, the beholder decides whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye).
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