Starfinder Beholder

COSMIC CHAOS BEHOLDER

Beholderoid CR 16 XP 76,800

CE Medium aberration (chaotic) mystic

Init +0; Senses darkvision 60 ft., ultravision 80 ft., low-light vision; Perception +33

DEFENCE EAC 32; KAC 28

HP 255 cannot be surprised, flanked, or flat-footed.

Fort +16; Ref +16; Will +19

OFFENCE

Speed 10 ft., fly 20 ft. (average)

Melee bite +25 (6d8+16 S; critical - caustic)

Ranged eye rays +27 (6d4+16 F; critical - flame)

Offensive abilities gaze attacks

Mystic Spells Known (CL 16th; ranged +27)

6th (3/day) - Control Gravity (DC 26), Flesh to Stone (DC 26)

5th (6/day) - Crush Skull (DC 25), Dominate Person (DC 25), Mind Thrust (Level 5) (DC 25), Telepathy (DC 25)

4th (at will) - Confusion (DC 24), Fear (Level 4) (DC 24), Mage Hand, Telekinesis ; Dispel Magic (gaze)

At any given time, 1d4 eyes will see a particular target. Up to a maximum of 11 opponents engaged.

The 11th attack is dispel from the main eye, which faces forward. Other eyes are turrets. Ranges are 125 feet

TACTICS

Long Range Gunning. Perfectly capable of backing up and firing main eye at approaching enemies. Hardly ever enters confined spaces. They are not subject to critical hits from energy weapons that they can see, and are subject to physical criticals at their eyes and lower juncture, for at the bottom of their sphere is a little area of jumbly bits that is slightly more vulnerable. (Beholder has nards) Also Eyes that suffer crits quit working for 4 rounds.

STATISTICS: Str +0; Dex +0; Con +7; Int +5; Wis +10; Cha +8

Skills Bluff +33, Culture +28, Intimidate +33, Mysticism +33, Perception +33 ; Computers +5;

Diplomacy +5, Prof:Gambler , or similar +8) Sense Motive:+9 ; Stealth +9, Survival +5

Languages Aklo, Drow, Eoxian, Infernal, Limited telepathy , Common

Other abilities Unflankable, Levitiate, Unsleeping.

ECOLOGY

In the Egyptoid Starfinder campaign, Beholders are creatures of Chaos rather than lawful evil.

They are corruptions of the daemon child of a demigod in pre-Gap experimentation.

They tend to take on evil jobs, such as drug lord, whoremaster, mercenary commander, casino master, union boss, pawn broker, gangster; assassin, kingpin, etc.

Somewhere hidden in their lair (castle, starship, base) will be an inobvious pile of ooze. This the youngling, which takes 1-3 years to develop after being laid.

It does not hatch until the elder dies, and its stats will be a percentage of the three years. Say the parent gets killed in 2 years, then the young one will have the stats listed here at 66% value. Parent killed at 5 years, then fully grown. Young Beholders learn fast via telepathy and other powers.

After a year the new one will lay its own hidden egg mass. They can do this every 7 years, so their breed rate is thankfully slow.

The creature has a bite attack, it can make two bite attacks (and no other attacks) as a full action with a –3 penalty to each bite attack roll.

They are chaotic and evil and dishonorable and backstabbing vile cretins, but they will have a peculiar sense of honor on some specific topic, such as always pay gambling debts, never enslave children, never attack solarians, never eat a minion, never steal from commoners, etc. GM should pick out something odd that the Beholder actually likes or tolerates.

MYSTIC ABILITIES: Resolve points 5

Mystic abilities mindlink; and telepathic bond. (others Manifested as Gaze Weapons) ;

Mystic special rules 1x Sow Doubt, 1x Mindkiller, 1x Forced Amity, 6x Telekinetic Projectile,

5x Detect Thoughts, 4x Force Blast, 3x Hologram Memory,

2x Enervation, 1x Resistant Aegis (Self Only)

all these spells can be projected as a ray to 125 feet, or can be delivered by eye-stalk touch adding +5 to the DC (21 becomes 26) They can shoot these rays from any of their small eyes. but only listed times per day. The main 1 shoots dispel magic when desired.

Mystic gear Light armor (metallic plating grafted onto scales)

SPECIAL ABILITIES

Gaze (Su) Opponents that look at a creature with a gaze ability are in danger of being zappe. see list above.. Each opponent within the gaze's listed range of 125 feet. must attempt a saving throw (usually Fortitude or Will) at the beginning of its turn. On a successful save, the effect is negated. An opponent can give itself an advantage against this ability in one of two ways.
Looking Obliquely: An opponent that avoids looking directly at the creature's face (either by following the creature's shadow or by tracking it in a reflective surface) or that looks at the creature through a camera or heads-up display gains a +4 circumstance bonus to the saving throw. However, the creature with the gaze ability gains concealment against that opponent. Blocking Its Vision: By completely blocking or covering its own visual sensors, an opponent doesn't need to attempt a save against the gaze. However, the creature with the gaze ability gains total concealment against that opponent. Gaze abilities can affect ethereal opponents but not opponents without visual sensors. A creature is immune to the gaze abilities of others of its kind unless otherwise noted. Allies of a creature with a gaze ability can still be affected, but they are always considered to be looking obliquely at the creature. The creature can also veil its eyes, thus negating its gaze ability.
Spell Resistance (Ex) The creature can avoid the effects of some spells and spell-like abilities that would directly affect it. To determine whether a spell or spell-like ability works against a creature with spell resistance, the caster must attempt a caster level check (1d20 + caster level). If the result equals or exceeds the creature's spell resistance, the spell works normally, though the creature can still attempt any saving throws normally allowed. SR=20 all around, and SR=35 if the main eye is looking at the source of the magic.

Warping: the chaotic nature of the being messes up (non-mundane) space. In a sphere of 10-100 feet around the beast. Roll each minute. Beings that attempt Drift Travel, Teleportation, Dimension Door or Travel, Planar Jaunt, etc. must make the check to do such travel with +5 on the DC; as well as make an additional willpower save (DC18) or be nauseated. If either of these checks roll a natural 1, the manifester take 2d4 damage from stress.

Hatred: Beholders will drop all other considerations and attack Inevitables or those wielding Inevitable magic or items on sight. ~~~~