Monstrous Manual

Beholder-kin

Semi-Tyrannœil

Monstrous Manual



 Death KissEye of the DeepGauth (Night eyes)Spectator
 Baiser de la mortŒil des profondeursGauth (Yeux de la nuit)Spectateur
Climate/Terrain:Any remoteDeep oceanAny remoteAny remote
Frequency:Very rareVery rareRareVery rare
Organization:SolitarySolitarySolitarySolitary
Activity Cycle:AnyDayDayDay
Diet:CarnivoreOmnivoreMagicOmnivore
Intelligence:Average to high (8-14)Very (11-12)Exceptional (15-16)Very to high (11-14)
Treasure:I,S,TRBSee below
Alignment:Neutral evilLawful evilNeutral evilLawful neutral

No. Appearing:1111
Armor Class:4/6/850/2/74/7/7
Movement:Fl 9 (B)Sw 6Fl 9 (B)Fl 9 (B)
Hit Dice:1d8+76 hp10-126+6 or 9+94+4
THAC0:1110 HD: 11
11-12 HD: 9
6+6 HD: 13
9+9 HD: 11
15
No. of Attacks:10311
Damage/Attack:1-82-8/2-8/1-63-122-5
Special Attacks:Blood drainMagicMagicMagic
Special Defenses:RegenerationNilRegenerationMagic
Magic Resistance:NilNilNil5%
Size:H (6-12’ in diameter)S-M (3-5’ in diameter)M-L (4-6’ in diameter)M (4’ in diameter)
Morale:Fanatic (17)Champion (15)Champion to fanatic (15-18)Elite (14)
XP Value:8,0004,0006+6 HD: 6,000
9+9 HD: 9,000
4,000
Beholder-kin

Death Kiss (Beholder-kin)

The Death Kiss, or bleeder, is a fearsome predator found in caverns or ruins. Its spherical body resembles that of the dreaded beholder, but the eyestalks of this creature are bloodsucking tentacles, its eyes are hook-toothed orifices. They favor a diet of humans and horses, but will attack anything that has blood. An older name for these creatures is eye of terror.

The central body of a death kiss has no mouth. Its central eye gives it 120-foot infravision, but the death kiss has no magical powers. A death kiss is 90% likely to be taken for a beholder when sighted. The 10 tentacles largely retract into the body when not needed, resembling eyestalks, but can lash out to a full 20-foot stretch with blinding speed. The tentacles may act separately or in concert, attacking a single creature or an entire adventuring company.

The Death Kiss makes saving throws as a 10th-level warrior.

A tentacle’s initial strike does 1-8 points of damage as the barb-mouthed tip attaches to the victim. Each attached tentacle drains 2 hit points worth of blood per round, beginning the round after it hits.

Like the beholder, the death kiss has variable Armor Classes. In ordinary combat, use the following table, though situations may dictate other methods (should the creature be attacking with a tentacle from 20 feet away, then no attack on the body or central eye may be made, while attacks on the stalk and mouth are still possible).

RollLocationACHit Points
01-75Body477-84
76-85Central Eye86
86-95Tentacle stalk26
96-00Tentacle mouth4See following text

A hit on a tentacle-mouth inflicts no damage, but stuns the tentacle, causing it to writhe helplessly for 1-4 rounds. If its central eye is destroyed, a bleeder locates beings within 10 feet by smell and sensing vibrations, but it is otherwise unaffected.

Tentacles must be struck with edged weapons to injure them. They can be torn free from the victim by a successful bend bars/lift gates roll. Such a forceful removal does the victim 1-6 damage per tentacle, since the barbed teeth are violently torn free from the tentacle.

If an attached tentacle is damaged but not destroyed, it instantly and automatically drains sufficient hit points, in blood, from the victim’s body to restore it to a full 6 hit points. This reflex effect occurs after every non-killing hit on a tentacle, even if it is wounded more than once in a round. This cannot occur more than twice in one round. The parasitic healing effect does not respond to damage suffered by the central body or other tentacles.

A tentacle continues to drain blood, if it was draining when the central body of the death kiss reaches 0 hit points. Tentacles not attached to a victim at that time are incapable of further activity. A death kiss can retract a draining tentacle, but voluntarily does so only when its central body is at 5 hit points or less; it willfully detaches once the victim has been drained to 0 hit points.

Ingested blood is used to generate electrical energy – 1 hit point of blood becomes 1 charge. A death kiss uses this energy for motor activity and healing. An eye of terror expends one charge every two turns in moving, and thus is almost constantly hunting prey. Spending one charge enables a bleeder to heal 1 hit point of damage to each of its 10 tentacles, its central body, and its eye (12 hit points in all). It can heal itself with one charge of stored energy every other round in addition to its normal attacks and activity.

Each tentacle can store up to 24 charges of drained energy, the body capable of storing 50 charges of drained energy. A severed tentacle is 70% likely to discharge its cumulative charges, when severed, into anything touching it; each charge delivers 1 hit point of electrical damage.

Finally, bleeders can ram opponents with their mass. This attack does 1-8 damage.

A death kiss may “shut itself down”, remaining motionless and insensitive on the ground, and can remain alive in that state for long periods of time. To awaken from its hibernation, the creature requires an influx of electrical energy, considerable heat, or the internal shock caused by a blow, fall, wound, or magical attack; any of the above stimulants must deal at least 5 points of damage to the death kiss to awaken it. Adventurers finding a hibernating death kiss usually provide such stimulation, thinking the sleeper helpless prey.

Eyes of terror are solitary hunters, fully inheriting the paranoia and ego of their cousins, the beholders. If they encounter one of their kin, the result is often a mid-air struggle to the death. The loser’s body becomes an incubator and breeding ground for the death kiss’ offspring. Within one day, 1-4 young will “hatch”. Each new bleeder has half its parent’s hit points, and fully matures in 1 month.

The death kiss has an organ in the central, upper body that is a valued ingredient in magical potions and spell inks concerned with levitation (and may be sold like beholder eyes). In addition, a brain or nerve node, deep in a bleeder’s body hardens into a soft-sided, faceted red gem upon the creature’s death. Called “bloodeyes”, these typically fetch a market price of 70 gp each. They are valued for adornments since they glow more brightly as the wearer’s emotions intensify.

Eye of the Deep (Beholder-kin)

This is a water breathing version of the beholder, and dwells only at great depths, floating slowly about, stalking prey. They have two crab-like pincers which inflict 2-8 (2d4) points of damage each, and a wide mouth full of sharp teeth that does 1-6 points of damage.

The primary weapons of the eyes of the deep, however, are their eyes. The creatures large central eye emits a cone of blinding light 5 feet wide at its start, 30 feet long, and 20 feet wide at its base. Those in the cone must save vs. poison or be stunned for 2-8 (2d4) rounds.

The eye of the deep also has two smaller eyes on long stalks, and uses both to create illusion. Acting independently, the small eyes are able to cast hold person and hold monster spells respectively.

The eye of the deep has an Armor Class of 5 everywhere, including its eyes and eye stalks. If its eyestalks are severed they will grow back in about a week.

Gauth (Beholder-kin)

The Gauth is a relative of the beholder that feeds on magic. Its spherical body is 5 feet in diameter and brown in color, mottled with purple and gray. Located in the center of the gauth’s forward hemisphere is a large central eye surrounded by a ring of smaller eyes that are protected by ridges of tough flesh. These secondary body eyes provide the creature with normal vision in lighted areas and infravision to 90 feet. On the underside is the beast’s fearsome mouth with its accompanying cluster of four feeding tendrils, while the top is adorned with a crown of six eye stalks. Attacks on the creature hit as follows:

RollLocationACHit Points
01-85Body0As listed
86-90Central Eye7Part of Body
91-00Eyestalk/Tendril26 hit points

While the gauth is similar to the beholder, its ability to feed on the energy of magical objects makes it even more dangerous in some ways.

When a gauth moves into combat, it begins to glow, much as if it were the object of a faerie fire spell, to attract the attention of its foes. A creature that meets the gaze of the central eye must roll a successful saving throw vs. spell, with a -2 penalty, or be affected as if the victim of a feeblemind spell.

If a gauth chooses to bite with its great maw, the sharp fangs inflict 3d4 points of damage. The four tendrils around the mouth can grab and hold victims as if they had a Strength of 18, but they can inflict no damage.

A gauth in combat can also employ its six eye stalks. These eyes have the following powers:

  1. Cause serious wounds (as spell, 30-foot range)
  2. Repulsion (as spell, 10-foot wide path, 40-foot range)
  3. Cone of cold (as spell, inflicts 3d4 points of damage and has an area of effect 5 feet wide at the start, 50 feet long, and 20 feet wide at the base; this eye can be used only three times per day)
  4. Lightning bolt (as spell, inflicts 4d4 damage with 80’ range; this power can be used up to four times per day)
  5. Paralyzation (as wand, 40-foot range, single target; only a dispel magic or the beholder’s death can free the victim)
  6. Dweomer drain (see below)

Perhaps the most feared of the gauth’s powers, its dweomer drain, permits the gauth to drain charges from magical items. It has a 40-foot range and can be targeted on one individual per round. In addition to preventing one object from functioning for the duration of that round, this power drains one charge from one charged object. Permanent objects, such as magical swords, are rendered powerless for one round by this ability. Artifacts are not affected by the dweomer drain. The eye has no effect on spells that have been memorized (but not yet cast) and it will not break the concentration of a wizard. It does neutralize any spell cast by its target that round, however.

A dispel magic spell cast on any of the gauth’s eye stalks prevents its use for 1d4 rounds. The central eye, any fully retracted eye stalks, the body’s ability to glow, and the gauth’s natural levitation are not subject to injury by such a spell.

If a gauth is slain, its magical energy dissipates. Usually, this is a harmless event, but there is a 2% chance that it is catastrophic, inflicting 4d4 points of damage to all creatures within 10 feet (no saving throw). Gauth are immune to their own powers and to those of other gauth. They have an unusual physiology that enables them to regenerate 1 hit point every two turns.

Although gauth are not known to fight over territories or prey, they do go to great lengths to avoid each other. Even when they encounter another of their kind in the wilderness, they often ignore them utterly.

A gauth can survive by eating meat but it greatly prefers to devour magical objects. In some unknown manner, the creature is able to absorb magical energy and feed on it. Each turn that an object spends in the gauth’s stomach causes it to lose one charge. A permanent object is rendered inoperative after one day (artifacts are not affected, nor do they provide sustenance). Magical objects that cannot be entirely digested by a gauth are spat out after they have been drained of all their power.

Gauth are thought to live a century or so. Within a week of their natural death, two young gauth emerge from the corpse. Although smaller than their parent (each has 2+2 or 3+3 HD and a bite that causes only 2d4 points of damage), they have all the powers of a full-grown adult.

Spectator (Beholder-kin)

Another relative of the beholder, the spectator is a guardian of places and treasures, and capable of limited planar travel. Once it is given a task, the spectator will watch for up to 101 years. It will allow no one to use, borrow, or examine an item or treasure, except the one who gave it its orders. The spectator has a large central eye and four smaller eye stalks protruding from the top of its hovering, spherical body.

The spectator is difficult to surprise, and has a +2 surprise modifier and a +1 initiative modifier. It is basically a passive creature, and will attempt to communicate and implant suggestion as its first act, unless it is immediately attacked.

Striking a spectator has the following effects:

RollLocationACHit Points
01-70Body44+4 HD
71-90Eyestalk/Eye71 hit point
91-00Central Eye71 hit point

A spectator, if blinded in all of its eyes, cannot defend its treasure and will teleport to the outer plane of Nirvana. This is the only condition under which it will leave its post. Its eyes regenerate in one day and then it returns. If the treasure is gone, the creature again leaves for Nirvana, never to return.

Spectator has a general magic resistance of 5%. As long as the central eye is undamaged, it can also reflect one spell cast at it, per round, sending it back against the caster. This does not apply to spells whose range is touch. Reflection occurs only if the spectator rolls a successful saving throw vs. spell. If the saving throw fails, magic resistance (and a further saving throw) must be rolled. Reflection is possible only if the caster is standing within the 60 degree arc of the central eye. Only the spellcaster is affected by a reflected spell.

All of the smaller eyes may be used at the same time against the same target. Their powers are:

  1. Create food and water (creates the amount of food and water for a large meal for up to six people; this takes one full round)
  2. Cause serious wounds (inflicts 2d8+3 points of damage to a single being at a range of 60 yards; a saving throw vs. spell is allowed for half damage)
  3. Paralyzation ray (range 90 feet, one target only, for 8d4 rounds).
  4. Telepathy (range 120 feet, only one target; communication is possible in this way, and the beast can also plant a suggestion if the target fails a saving throw vs. spell; the suggestion is always to leave in peace).

If properly met, the spectator can be quite friendly. It will tell a party exactly what it is guarding early in any conversation. If its charge is not threatened, it can be very amiable and talkative, using its telepathy.

Spectators move by a very rapid levitation, in any direction. They will drift aimlessly when asleep (20% likely when encountered), never touching the ground.

The treasure being guarded is 90% likely to be a magical item. If the spectator gains incidental treasure while performing its duty, this is not part of its charge and it will freely allow it to be taken. Incidental treasure can be generated as follows: 40% for 3-300 coins of mixed types, 30% for 1d6 gems of 50 gp base value, 20% for 1d4 potions, 15% for a +1 piece of armor, 15% for a +1 weapon, and 5% for a miscellaneous magical item valued at 1,000 XP or less.

Spectators are summoned from Nirvana by casting monster summoning V with material components of three or more small eyes from a beholder. (The chance of success is 10% per eye.) The spectator can be commanded only to guard some treasure. It performs no other duty, and if commanded to undertake some other task, it returns to Nirvana immediately. If its guarded treasure is ever destroyed or stolen, the spectator is released from service and returns to Nirvana. The summoner may take the item with no interference from the spectator, but this releases the creature.

Other Beholder-kin

The beholder races are not limited to the ones presented here. The plastic nature of the beholder race allows many mutations and abominations in the breed, including, but not limited to, the following.

Gorbel

The gorbel is a wild, clawed beholder-kin lacking magic but with the nasty habit of exploding if attacked.