Beholder

CN Large Aberration(human)
Init ; Senses Listen +18, Spot +21
Languages Common, Beholder
AC 26 (–1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
hp 93 (11 HD)
Fort +9 Ref +5 Will +11
Speed 5 ft. (1 square), fly 20 ft. (good)
Ranged Eye rays ranged touch and
Melee Bite ()
Base Atk +8, Grp +12
Attack Options Eye Rays
Special Actions
Abilities Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15
Feats AlertnessB, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
Skills Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks)
Eye Rays (Su)
Each of a beholder’s ten eye rays resembles a spell cast by a 13thlevel caster.
Each eye ray has a range of 150 feet and a save DC 17. The save DCs are Charisma based. The ten eye rays include: Charm Monster: The target must succeed on a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside.
Charm Person: The target must succeed on a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm monster ray.
Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat.
Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.
Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration.)
Inflict Moderate Wounds: This works like the spell, causing points of damage (Will half ).
Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Beholders like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but they also know that doing so takes time and can delay an effective counterattack.
Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death ray. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.
Telekinesis: A beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
Antimagic Cone (Su):
A beholder’s central eye continually produces a 150- foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed—even the beholder’s own eye rays. Once each round, during its turn, the beholder decides whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye)
