# Beholderkin, Overseer >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >tentacles: 1d6 (×2) > >bites: 1d8 (×2) > >Melee/Ranged: +15/+10 > >Secondary: +10/+5 > >Multiattack: +13/+8 > >M/R_PA: +15/+10 > >2nd/PA: +10/+5 > >MA_PA: +13/+8 > >Itterative: 2 > > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +6; StrPA2H: +9; StrPAOH: +3 > > xDCs:: Str: 23; Dex: 18; Con: 23; Int: 22; Wis: 21; Cha: 23 > > xFeat:: 6/7 (1) > > > > > > xLang:: 0/19 (19) <div class="grid-container"><div class="MON">Overseer</div> <div class="CR">CR 15 (51,200 XP)</div> <div class="SOU">Lords of Madness</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Large Aberration (beholder) **Init** +5 **Senses** darkvision 60 ft., all-around vision; **Perception** +25 #### defense **AC** 30, 10 touch, 29 flat-footed (+6 armor, +1 Dex, +14 natural, –1 size) **hp** 140 (14d8+84) **Fort** +12, **Refl** +5, **Will** +13 **Feint** 24, **Demoralize** 28 **SR** 26 #### offense **Speed** 5 ft. **Melee** 8 tentacles +15 (1d6+6), 3 bites +15 (1d8+3 plus grab) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** command beholder, eye rays, fungus **Spell-Like Abilities** (CL 14th; Concentration +20) > **At will**— dominate monster [beholders and beholerkin only] (DC 23) #### statistics **Str** 22, **Dex** 13, **Con** 22, **Int** 20, **Wis** 18, **Cha** 22 **BAB** +10, **CMB** +17, **CMD** 28, **TA** +15, **RTA** +10 **Feats** [[Alertness]], [[Enlarge Spell]], [[Great Fortitude]], [[Improved Initiative]], [[Maximize Spell]], [[Metaray]] **Skills** Bluff +20, Intimidate +23, Knowledge (dungeoneering) +19, Knowledge (history) +19, Knowledge (local) +19, Linguistics +19, Perception +25, Spellcraft +22, Survival +21 **Languages** #### special abilities ### Command Beholder (Sp) An overseer can use dominate monster at will as a spell-Like ability, but only against beholders and beholderkin. Hive mothers and overseers are immune to this effect. An overseer can dominate a number of beholders equal to it hie die plus its Charisma modifier. If an overseer loses control of a dominated beholder (as is the case if a dominated beholder is in the antimagic cone of another beholder), the overseer can immediately sense the loss of control and knows the position and distance to the beholder at the time control was lost. ### Eye Rays (Su) Each of a director's thirteen small eyes can produce a magical ray once per round as a free action (except for its major creation eye ray; see below). An overseer's long branches allow it to aim up to five eye rays at targets in any given 90-degree arc. It typically attacks with only four rays in any round, leaving it with the option to use its reactive spell turning or reactive spell immunity eye ray as needed. 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. Each ray has a range of 180 feet, a save DC of 23, and a caster level of 14th. The save DCs are Charisma-based. The thirteen eye rays include: Chain Lightning: This works like the spell, except that if the eye ray misses the initial target, the effect is wasted. Only if the initial target is hit does the lightning arc to other targets.Crushing Despair: This works like the spell, except that it affects only a single target (Will save negates). Dominate Person: The target must succeed on a Will save or be affected as though by the spell.Greater Dispel Magic: This works like the spell, except that an overseer cannot perform an area dispel. If it wishes, it can prepare an action to use this eye to perform a counterspell, but if it does so, it must successfully hit the spellcaster in question.Hold Monster: This works like the spell (Will negates). Major Creation: An overseer uses this eye ray to create miscellaneous gear and equipment for itself or its minions (as the spell) as it deems necessary. It has no offensive function. This eye ray requires a full-round action to use.Polar Ray: The target takes 14d6 points of cold damage. Spell Immunity: This eye can be used to negate a single spell that affects the overseer as the spell is being cast. The overseer must successfully hit the creature that cast the spell in question; if successful, it is immune to that casting of that particular spell. If the spell affects multiple targets or an area, it affects any other targets or the area normally, but the overseer remains immune to its effect. Spell Turning: As a swift action, this eye can be used to reflect a single-target spell that targets the overseer back to its source as an eye ray. The overseer must hit the source with the eye ray; otherwise, the reflected spell dissipates harmlessly. Stunning: The target must succeed on a Fortitude save or be stunned for 1d4 rounds.Suggestion: The target must succeed on a Will save or be affected as though by the spell.Telekinesis: An overseer can move objects or creatures that weigh up to 350 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save. Temporal Stasis: The target must succeed on a Fortitude save or be affected as though by the spell. ### Fungus (Ex) An overseer's protective layer of thick, wiry fungus provides a +6 armor bonus to its Armor Class. This fungus doesn't impede or restrict the overseer's movement in any way. The fungus reacts to the overseer's moods, and changes color as the beholderkin's emotions change.