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Saturday 5 March 2016

Behoolders+http://lost.spelljammer.org/ShatteredFractine/critters/monsters/

2016 Beholder Notes


The Great Mother inhabits the 6th layer of the Abyss in the domain known as the Realm of a Million Eyes. The layer is made up of thousands of tunnels, the walls, ceilings, and floors of which the living eyes of the deity protrude. Every known kind of beholder and beholder-kin inhabits these tunnels, preying on one another and on any demons foolish enough to venture near. The Great Mother moves through the planes as it desires, laying the eggs that form Hive Mothers on many worlds.
The Realm of a Million Eyes was discovered by the mind flayer Illionth using its mental powers. It considered the Realm to be the source of all corruption and foulness, and attempted unsuccessfully to destroy it.


The Great Mother exists to remake the multiverse in its image by filling it with its spawn, replacing all forms of life with monsters that resemble the Mother itself. It does not bother to acquire knowledge as Ilsensine andBoccob do, because it has always known all that it could ever need to know. However, it cannot or will not communicate this knowledge to lesser beings, including its own offspring. It neglects its children, not bothering with omens or portents. Sometimes it will allow beholders to be entirely wiped out on a given world, while other times it will become enraged when even a small beholder community is threatened.

The Great Mother exists to remake the multiverse in its image by filling it with its spawn, replacing all forms of life with monsters that resemble the Mother itself. It does not bother to acquire knowledge as Ilsensine andBoccob do, because it has always known all that it could ever need to know. However, it cannot or will not communicate this knowledge to lesser beings, including its own offspring. It neglects its children, not bothering with omens or portents. Sometimes it will allow beholders to be entirely wiped out on a given world, while other times it will become enraged when even a small beholder community is threatened.


The Beholder Ancients (or Elders) are said to have emerged from a cluster of cosmic eggs laid across the planes by the Great Mother. The Hive Mothers are their descendants, but the Great Mother devours her offspring when they displease her. It is said that Gzemnid only survived because of his powers of illusion.  


self-image.
Elder Orb: One in every several hundred beholders is born with amazing longevity. These beholders are known as elder orbs, and the source of their longevity is hotly debated. The elder orbs themselves believe that it is proof that they embody the primal purity of the Great Mother. An elder orb is effectively immortal; it never grows senile or infirm from age and can live forever unless it perishes from violence or disease. Elder orbs have statistics similar to those of standard beholders, although most have significantly advanced Hit Dice. All elder orbs have at least six levels of sorcerer. They favor spells without material components (or take the Eschew Materials feat), but they can easily produce a spell's somatic components with their eyestalks. Elder orbs never summon familiars. Naturally, they must close their central eye when casting spells. When an elder orb reaches venerable age, it stops losing physical ability score points for increasing age but continues to gain mental ability score points. The cumulative effect of middle age, old age, and venerable age therefore modify the elder orb's ability scores as follows: -3 Str, -3 Dex, -3 Con, +3 Int, +3 Wis, and +3 Cha. Elder orbs have enough additional racial Hit Dice that their size increases to Huge; this helps offset their lower Strength and Constitution scores, but, in the end, elder orbs are less agile than standard beholders.

Hive Mother: Even rarer than elder orbs are hive mother beholders. Although their name implies a feminine gender, these beholders are as gender- neutral as typical members of their species. Their name stems more from the fact that they have the ability to magically dominate other beholders. Hive mothers form large communities of beholders to serve them. This is how beholder cities originate; left to their own devices, beholders would rather slay their kin than live in harmony with them. Hive mothers are universally larger and fiercer than typical beholders. For hive mother statistics, see page 135.

Death Tyrant: These truly reprehensible creatures are undead beholders akin to zombies, though they retain some innate magical abilities. These creatures are used by powerful wizards as guardians; they are almost never encountered near other beholders, who find them abhorrent. Death tyrants are detailed on page 309 of the Forgotten RealmsCampaign Setting.

Beholderkin: A vast number of beholderkin exist. Not true beholders, these creatures do not share the race's xenophobia, although most are still quite evil and cruel in nature. True beholders consider beholderkin to be abominations. The death kiss, eyeball, and gouger are detailed in Monsters of Faerûn. The gauth is detailed in the Monster Manual. For statistics for the director, eye of the deep, overseer, and spectator, see Chapter 8.

Death Kiss: This creature's eyestalks are replaced with blood-draining tentacles, and its body roils with a powerful electric aura.

Director: A director is often found dwelling in a beholder community led by a hive mother or an overseer. It has six eyestalks and three clawed tentacles with which it bonds with monstrous vermin mounts.

Eye of the Deep: An eye of the deep rarely comes into conflict with true beholders, for this aquatic variant dwells deep underwater. It has only two eyestalks, but its massive pinchers make it a dangerous combatant.

Eyeball: An eyeball is a Tiny beholderkin with four eyestalks; they are popular familiars in some wizardly and sorcerous circles.

Gauth: Easily the most common of the beholderkin, a gauth has six eyestalks and a central eye that can stun its enemies.

Gouger: A gouger's ten eyestalks are magically useless. Its central eye retains the antimagic properties of true beholders, and four small legs hang from the creature's underside. A gouger's most hideous feature, though, is its long, barbed tongue, which is adept at temporarily neutralizing beholder eyestalks.

Overseer: An overseer is the most dangerous of the known beholderkin. Rivaling the power of a hive mother, an overseer resembles nothing so much as a large, fleshy tree with mouths on its trunk and eyes on its branches.

Spectator: A spectator is an extraplanar beholderkin with four eyestalks. Somewhat mild and even-tempered, spectators have even been known to form friendships with other creatures, a trait that no other beholderkin or true beholder ever displays. 



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 



Magic Items

The Beholder Crown:  semi-artifact
    This unique item is a cap fashioned from the upper half of an infant beholder, including all of the eyes, and was treated with Suppleskin before enchantment. The crown was first made by a drow archmage who sought to capture the powers of the beholder. In a difficult ritual the powers of a living elder orb, and a living queen beholder were drained into the crown, leaving the beholder subjects dead. The result was an extremely powerful, but flawed, item.
    The wearer of the crown gains all of the eyestalk powers of a standard beholder, but these powers are only usable once per day for every 3 points of the wearer’s intelligence (the Telekinesis eyestalk can be used for 4 rounds for every 3 points of intelligence). The antimagic ray of the beholder’s central eye functions differently than on a standard beholder. This ray functions in the same way as a minor globe of invulnerability, but in a cone shape extending 20' in front of the wearer, 10' wide at the end. For purposes of what eystalks can be brought to bear on a target, treat it as if the wearer was a standard beholder. The wearer gains the ability to see through the eyestalks of the Crown, in effect gaining 360 degree vision This is disorienting, and unless the wearer makes a successful intelligence check every hour that this ability is used, the wearer will suffer Confusion, as the spell, for 1d6 rounds for every point by which the intelligence check was failed. When using this vision, any thieves attempting to hide in shadows are at -20% to their chance to avoid the attention of the wearer.
    Much like a hive mother, the wearer can control 1d6+4 beholders, or 5d4 beholder abominations. To first establish control the wearer must be able to see the beholder, but once controlled a telepathic bond allows the wearer to continue to exert this control from as far away as one mile per point of intelligence. If the wearer concentrates (the same level of concentration as is required to cast a spell) he can use the senses of any beholder under his control. This control is not as effective as the control of a hive mother, however, and each beholder gains a save vs. spells at -4 in order to resist this control. This saving throw is made every 5 hours, or any time the beholder is ordered into combat. A beholder who successfully saves will know the source of the attempted control, and gains a very brief (1-2 seconds) vision of the location of the controller, as seen through the controller’s eyes. The control ability works completely differently when attempted against hive mothers, elder orbs, or beholder mages. Against these beholder types it functions as the priest spell Command, but no saving throw is allowed. Unlike the control ability, which can be used as much as desired, the Command ability can be used 1 time per day for each point of the wearer’s intelligence.
    An undesired side effect of the Crown allows a hive mother to exert control over the wearer as if he was a beholder. The wearer is allowed a save vs. spells to avoid this, but if the throw is failed this control can only be broken by killing the hive mother. It should be noted that the chances of a hive mother actually thinking of controlling the wearer of the Crown in this manner are low indeed.
    The Crown is dangerous to use, and can only be safely handled by evil spellcasters. Any other character who attempts to hold the Crown will take damage as if hit by a Cause Serious Wounds spell. If the wearer of the crown is chaotic or neutral evil, his alignment will slowly shift towards lawful evil, at the rate of 1 step per month. Once the wearer is lawful evil (or immediately if the wearer was already lawful evil) he must make an intelligence check each month in which the Crown is used. An extra intelligence check must be made at any time when the wearer’s intelligence drops by 1 or more points. If the check is failed the wearer begins a slow transformation into a beholder. This transformation takes approximately 1 month, and can only be halted by a Remove Curse spell cast at 18th level or higher. A second Remove Curse is required to reverse the changes that have already been made. The wearer will not desire the casting of these spells. Once the transformation is complete it can only be reversed by a Wish spell. When the transformation is complete the wearer has become a beholder in body, and mind.


The major aberration races include the following monsters:
Aboleths, or the deep masters, are the loathsome lords of the underground seas. Perhaps the most alien and inscrutable of all the major aberration races, the aboleths are mighty psions and mages whose sinister influence wells up from the deepest places in the earth.
Beholders, the terrible eye tyrants, command fearsome innate magical power. With a single glance they kill, paralyze, confuse, or enslave their foes. Rapacious and arrogant, a single beholder can easily become the overlord of its own realm of evil.
Mind flayers, or illithids, are brilliant, cruel, and terrifying creatures. Mind flayers might comprise the single most dangerous threat to the dominion of humanoids in the daylight lands of the surface world.
Neogi, the slave takers, are a race of greedy and sinister merchants who spin their webs of gold and misery across the human world.
Grell, or the eaters, are an alien race of predators that haunt the wild and lonely places of the world. Armed with an indecipherable admixture of alchemy and science, the fearsome grell ruthlessly destroy all other races that blunder into their territory.
The Tsochari, or the wearers of the flesh, are a race of invasive parasites that wear the stolen bodies of their victims so that they can pass in human society. The six races mentioned here pose the most widespread and virulent threats to humans and other good races. They combine magical power, ruthless genius, and cold, calculating malice; they are alien and inscrutable, things born of madness and nightmare. Brave indeed are the heroes who venture into their domains. 

ORBUS


evel Adjustment:
The bulbous creature floats before you, it's one enormous eye a milky white. A handful of thin, atrophied stalks crowns its chalk-white body.
The orbus is only found among spacefaring beholders. They are the means by which beholders move their ships through the void, channeling the energies of other beholders into motive force. Aboard a ship, they tend to be found near the hive mother, at the ship's deepest bowels.

Biologoal engine.


Links


e know.

Spelljammer Sites

Ad Astra Per Magica*
by Michael Bauser
Snippets of a Spelljammer campaign.
Ahzad Jinsai's Spelljammer Page*
by Ahzad Jinsai
Features a guide and maps to the Known Spheres along with breakdowns of the major Spelljamming organizations.
Ariel's Spelljammer Page
by Ariel Sibal
Lots of ships and magical devices.
BWafer's SJ Site*
by bwafer
A personal site with a mix of Spelljammer and non-Spelljammer material.
The Drawing Board
Extra material from Beyond the Moons.
House Enildarion*
by Tilaurin
Lots of varient Spelljammer material.
Knightfall's Spelljammer Cosmonomicon*
by Robert Blezard
A Shadow of the Spider Moon-friendly cosmology.
Krazy Ivan's "Spelljammer Anonymous"*
by Krazy Ivan
New monsters, ships and psionic abilities.
Random Crystal Sphere Generator*
by Scott J. Caldwell
Generate random sphere layots from the tables in the core books.
Port of Anacostia*
by Richard J. Pugh
Material from the first Spelljammer website.
Shadow of the Spider Moon
New material to support the d20 article in Polyhedron #151 / Dungeon #92.
The Shattered Fractine*
by Mark Doolan
The best, most complete conversion of Spelljammer to D&D 3e.
Tarkas Brain Lab IV
by Leroy Van Camp III
Ship rules, and more, for Spelljammer for D&D 3e.

Crystal Spheres & Campaigns

Dawnspace*
by Piet Kramer
The Light of Dawn campaign, including some technology for AD&D.
Hyrkulspace*
by Patrick Stutzman
The Hyrkulspace crystal sphere, along with some additional goodies.
Magincia*
by Pscion
A campaign that's very inclusive pertaining to character classes, races, and optional rules. Makes heavy use of psionics.
Nilespace*
by Eric Timmers, Rob Goedemans and Hans van Dongen
A crystal sphere with heavy Egyptian influence.

Spelljammer PBeMs

Celestials Play-By-e-Mail Game*
by Patrick Stutzman
Destiny's Blade Campaign*
by Optimus
Jammers PBeM Campaign
DMed by Paul Westermeyer
Archives and other material for the campaign.
Second Wind*
DMed by Noah Bonebrake
Turn summaries for the campaign written up in narrative form.

Indexes by Author

Night Druid's Sanctum
Index of Adam "Night Druid" Miller's work.
Paul's Wildspace Parlor
Index of Paul Westermeyer's work.


 

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