Beholder, Undead
by John Walter BilesUndead Beholder Level 22 Solo Artillery
Large aberrant construct (undead) XP 20,750
Initiative +19 Senses Perception +20; all-around vision, darkvision
Eyes of the Beholder aura 6; at the start of each enemy’s turn, if that foe is within the aura and in the eye tyrant’s line of sight, the eye tyrant uses one random eye ray power against that creature.
Immune Disease, Poison, Illusions
Resist Necrotic 20
HP 1030; Bloodied 515
Regeneration 5
AC 36; Fortitude 32, Reflex 34, Will 36
Saving Throws +5
Speed fly 4 (hover)
Action Points 2
m Bite (standard; at-will)
+27 vs. AC; 2d8 + 2 damage.
R Central Eye (minor; at-will)
Ranged 20; +27 vs. Will; the target is dazed until the end of the beholder’s next turn.
R Eye Rays (standard; at-will) | see text
The eye tyrant can use up to three different eye ray powers (chosen from the list below). Each power must target a different creature. Using eye rays does not provoke opportunity attacks.
1—Demon of Entropy: Entropic Ray (Necrotic): Ranged 10; +27 vs. Fortitude; 1d8 + 11 damage, and ongoing 15 necrotic damage (save ends).
2—Beholder’s Eye: Telekinesis Ray: Ranged 10; +27 vs. Fortitude; the target slides 6 squares.
3—Eye of a Priest of Thanatos: Death Ray (Necrotic): Ranged 10; +27 vs. Fortitude; 1d8 +11 necrotic damage, and if the target is bloodied it is dazed (save ends). First Failed Save: The target is dazed and weakened (save ends). Second Failed Save: The target dies.
4—Vampire’s Eye: Charm Ray (Charm): Ranged 10; +27 vs. Will; the target charges its nearest ally and makes a melee basic attack against it.
5—Dracolich’s Eye: Fear Ray (Fear, Psychic): Ranged 10; +27 vs. Will; 1d8 + 11 psychic damage, and the target moves its speed away from the beholder by the safest route possible (save ends).
6—Ghoul’s Eye: Paralysis Ray: Ranged 10; +27 vs. Reflex; the target is restrained (save ends).
7—Lich’s Eye: Dispel Magic: Ranged 10 (trace route to the edge of the zone or conjuration to be affected); target must be a zone or conjuration; +27 vs. Will of Zone/Conjuration creator; the zone or conjuration ceases to exist.
8—Wight’s Eye: Energy Drain (Necrotic):: Ranged 10; +27 vs. Fortitude; 1d8+11 Necrotic Damage and the target is weakened (save ends); the Undead Beholder regains HP equal to the amount of damage inflicted after the target’s resistances are taken into account.
9—Mummy’s Eye: Rotting Ray (Necrotic): Ranged 10; +27 vs. Fortitude; 1d8+11 Necrotic Damage and the target contracts Mummy Rot (DMG 49). :
10—Eye of the Death Master: Animate Dead (Encounter): Ranged 10; 4 Faithful Wight Warriors appear within the range and serve and protect the Undead Beholder for the rest of the fight.
R Eye Ray Frenzy (standard, usable only while bloodied; recharge 6 ) | see text
As eye rays above, except the undead beholder makes five eye ray attacks.
Alignment Evil Languages Deep Speech + 3 others of the creator’s choice
Str 14 (+13) Dex 26 (+19) Wis 19 (+15)
Con 22 (+17) Int 24 (+18) Cha 30 (+21)Faithful Wight Warriors Level 22 Minion
Medium elemental humanoid (undead) XP 1,275
Initiative +17 Senses Perception +14; darkvision
HP 1; a missed attack never damages a minion; see also dead blood
AC 34; Fortitude 34, Reflex 33, Will 30
Immune disease, poison; Resist 10 necrotic
Speed 8, climb 4
m Claws (standard; at-will)
+25 vs. AC; 8 damage, and the target loses one healing surge
C Dead Blood (when reduced to 0 hit points) ✦ Necrotic
Close burst 1; +23 vs. Fortitude; target is weakened (save ends)
Alignment Chaotic evil Languages Abyssal
Skills Stealth +22
Str 27 (+18) Dex 25 (+17) Wis 18 (+14)
Con 23 (+16) Int 19 (+14) Cha 13 (+11)Undead Beholders are constructs, made from pieces of beholders and many other creatures. They are extremely powerful but also very rare, as it requires an epic level ritual to make them. (Construct Undead Beholder is a 26th level Arcana ritual, requiring you to collect all the appropriate eye types and several beholder corpses for incorporation, along with expending 45,000 GP worth of materials.)