Beholder Mage

Beholder Mage                                                                   CR 19

XP 204


 * A Large Aberration

Init +6; Senses All-Around Vision, Detect Thoughts, Darkvision 60ft; Perception +35

DEFENSE
AC 32, touch 11, flat-footed 30 (-1 size, +2 Dex, +21 natural)

hp 351 (26d8+234)

Fort +16, Ref +10, Will +21

DR 15/-

OFFENSE
fly 60 ft. (perfect)

Ranged 6 rays (ranged touch) +21 (3d8+15)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 26; concentration +44)

The save DC against a Beholder Mage's spells is 28+ spell level. A Beholder Mage's spells use Intelligence as the primary casting attribute.

At Will: Move Earth

3/day: Repel Metal or Stone

1/day: Mass Cure Critical Wounds

Wizard spells prepared: (CL 19, Concentration +37)

9th-(DC 37) Refuge, Foresight, Mage's Disjunction, Wail of the Banshee, Freedom, Dominate Monster

8th-(DC 36) Moment of Prescience, Greater Prying Eyes, Sunburst, Power Word Stun, Irresistible Dance, Horrid Wilting

7th-(DC 35) Sequester, Control Undead, Plane Shift, Mage's Magnificent Mansion, Symbol of Weakness, Banishment, Mage's Sword

6th-(DC 34) Summon Monster VI, Greater Heroism, Mass Bear's Endurance, Plant Shape II, Move Earth, Mass Bull's Strength, Greater Dispel Magic, Analyze Dweomer

5th-(DC 33) Plant Shape I, Waves of Fatigue, Summon Monster V, Cone of Cold, Dream, Beast Shape III, Animal Growth, Transmute Mud to Rock

4th-(DC 32) Dimension Door(2), Mass Reduce Person, Rainbow Pattern, Wall of Fire, Resilient Sphere, Lesser Globe of Invulnerability, Illusory Wall

3rd-(DC 31) Ray of Exhaustion, Gaseous Form, Major Image(2), Suggestion, Secret Page, Phantom Steed, Lighting Bolt

2nd-(DC 30) Command Undead, Fox's Cunning, Bear's Endurance, Misdirection, Flaming Sphere, Arcane Lock, Eagle's Splendor, Shatter, Mirror Image

1st-(DC 29) Mount, Expeditious Retreat, Cause Fear(2), Floating Disc, Magic Missile, Color Spray(3)

0th-(DC 28) Ray of Frost, Distrupt Undead, Ghost Sound, Acid Splash

Special Attacks Death Gaze (DC 28), Petrifying Gaze (DC 28), Blinding Gaze (40ft., DC 28, 26 minutes)

STATISTICS
Str 12, Dex 14, Con 27, Int 46, Wis 22, Cha 20

Base Atk +19; CMB +21; CMD 33

Feats Ability Focus (Additional Attack Form), Combat Casting, Empower Spell, Gr. Weapon Specialization (ray), Greater Spell Penetration, Hover, Improved Initiative, Maximize Spell, Quicken Spell, Spell Penetration, Toughness, Weapon Focus (ray), Weapon Specialization

Skills: Acrobatics +31, Appraise +44, Bluff +31, Climb +30, Craft (choose One) +26, Disable Device +28, Disguise +31, Escape Artist +31, Fly +31, Intimidate +34, Knowledge (arcana) +44, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (planes) +47, Perception +35, Sense Motive +32, Spellcraft +47, Stealth +31, Use Magic Device +31

Languages Common

SQ Aberration Traits, Amorphous Anatomy, Teleport

SPECIAL ABILITIES
Death Gaze (Su)

An opponent that meets a Beholder Mage's gaze within 40ft. dies unless they succeed at a DC 28 fortitude save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Petrifying Gaze (Su)

An opponent that meets a Beholder Mage's gaze within 40ft. becomes petrified unless they succeed at a DC 28 fortitude save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Blinding Gaze (Su)

An opponent that meets a Beholder Mage's gaze within 40ft. becomes blinded for 26 minutes unless they succeed at a DC 28 fortitude save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Aberration Traits

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

-Darkvision 60 feet.

-Aberrations breathe, eat, and sleep.

All-Around Vision (Ex)

A Beholder Mage sees in all directions at once. It cannot be flanked.

Detect Thoughts (Su)

A Beholder Mage can 'Detect Thoughts' as the spell of the same name (as an 18th level caster). A Beholder Mage can suppress or resume this ability as a free action. When a Beholder Mage uses this ability, it always functions as if it had spent 3 rounds concentrating and thus gains the maximum amount of information possible. The will save DC to resist this effect is 28. The save DC is charisma-based.

Amorphous Anatomy (Ex)

A Beholder Mage's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Beholder Mage is a willing target). A Beholder Mage automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.

Teleport (Sp)

A Beholder Mage can use 'Greater Teleport' at will, as the spell (caster level 14th), except that the Beholder Mage can transport only itself and up to 50 pounds of carried objects.

ECOLOGY
Environment: Any

Organization: Solitary

Treasure: V (x2)

Shunned by other beholders, this is a beholder which has purposely blinded its central eye, so that it might cast spells. It does so by channeling spell energy through an eyestalk, replacing the normal effect with that of a spell of its choice.

Each of the beholder’s eyes, including the central one has a different function. The standard smaller eyes of a beholder are as follows:

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)