# Beholderkin, Director >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >tentacles: 1d6 (×2) > >bite: 1d8 (×2) > >Melee/Ranged: +6/+6 > >Secondary: +1/+1 > >Multiattack: +4/+4 > >M/R_PA: +6/+6 > >2nd/PA: +1/+1 > >MA_PA: +4/+4 > >Itterative: 2 > > xDmg:: Str: +1; Str2: +1; StrOH: +0; StrPA: +1; StrPA2H: +1; StrPAOH: +0 > > xDCs:: Str: 15; Dex: 15; Con: 17; Int: 16; Wis: 15; Cha: 18 > > xFeat:: 4/4 (0) > > > > > > xLang:: 0/2 (2) <div class="grid-container"><div class="MON">Director</div> <div class="CR">CR 8 (4,800 XP)</div> <div class="SOU">Lords of Madness</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Large Aberration (beholder) **Init** +1 **Senses** darkvision 60 ft., all-around vision; **Perception** +14 #### defense **AC** 24, 14 touch, 23 flat-footed (+4 deflection, +1 Dex, +10 natural, –1 size) **hp** 56 (8d8+24) **Fort** +5, **Refl** +3, **Will** +7 **Feint** 21, **Demoralize** 19 #### offense **Speed** 5 ft., fly 20 ft. (good) **Melee** 3 tentacles +6 (1d6), bite +4 (1d8) plus eye rays +6 **Space** 10 ft., **Reach** 5 ft. **Special Attacks** deflection, eye rays, verminbond #### statistics **Str** 12, **Dex** 12, **Con** 16, **Int** 15, **Wis** 12, **Cha** 19 **BAB** +6, **CMB** +8, **CMD** 23, **TA** +6, **RTA** +6 **Feats** [[Alertness]], [[Mounted Archery]], [[Mounted Combat]], [[Multiattack]] **Skills** Fly +14, Handle Animal +12, Intimidate +15, Perception +14, Ride +9, Sense Motive +11 **Languages** #### special abilities ### Deflection (Su) A director's central eye emits a strange, invisible field of force that surrounds the creature's body and the body of its bonded vermin mount (if it has one). This field grants both creatures a deflection bonus to their Armor Class and a Reflex saving throw bonus equal to the director's Charisma bonus. ### Eye Rays (Su) During a single round, a director can aim only two eye rays at targets in any one 90 degree arc (up, forward, backward, left, right, or down). A beholderkin of any kind can tilt and pan its body each round to change which rays it can bring to bear in any given arc. Each eye's effect follows the rules for a ray. A director's eye rays have a range of 120 feet and a save DC of 18 (caster level 8th). The save DCs are Charisma-based. The six eye rays include: Burning Ray: The target takes 2d6 points of fire damage. Enervation: The target must succeed on a Fortitude save or gain a negative level. An affected creature regains the lost level after 8 hours.Force Missile: The target takes 2d6 points of force damage. Freezing Ray: The target takes 2d6 points of cold damage.Minor Image: This works like the spell. Directors use this effect to create illusory distractions to draw off attacks from their enemies.Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. ### Verminbond (Sp) As a full-round action, a beholderkin director can use take control of a vermin that it touches. The affected creature gains a DC 18 Will save to resist the effect. This effect is similar to dominate monster cast by an 8th-level sorcerer, except that it has a range of touch, and only affects vermin. The save DC is Charisma-based.