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.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. ~~~~