![]() If control does not return within a few rounds, the overseer seeks our the rogue beholder to investigate and possibly punish it.Ĭonstrict (Ex): An overseer deals 1d6+6 points of damage with a successful grapple check.Įye 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). 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. Thus, the average overseer can command up to 20 beholders or beholderkin at a time. ![]() The maximum number of beholders an overseer can command at one time equals its Hit Dice plus its Charisma modifier. This is the equivalent of a 9th-level spell. ![]() A beholder can resist this effect with a DC 23 Will saving throw. Organization: Solitary, pair, or grove (2-4 plus 3-6 beholders and 3-6 directors)Ĭommand Beholder (Sp): An overseer can use dominate monster at will as a spell-like ability (caster level 14th), but only against beholders and beholderkin (except for hive mothers and other overseers). Skills: Knowledge (any four) +22, Listen +21, Search +22, Spot +21, and Survival +4 (+6 following tracks)Īdvancement: 15-28 HD (Huge) 29-42 HD (Gargantuan) Special Attacks/Actions: Command beholder, constrict 116+6, eye rays, improved grabĪbilities: Str 22, Dex 13, Con 22, Int 20, Wis 18, Cha 22įeats: Alertness Enlarge Spell Great Fortitude Improved Initiative Metaray Maximize Spell Initiative: +5 (+1 Dex, +4 Improved Initiative) Senses: all-around vision, darkvision 60 ft., Listen +21, and Spot +21ĪC: 30 (-1 size, +1 Dex, +6 fungus armor, +14 natural), touch 10, flat-footed 29Īttack: Eye rays +10 ranged touch and tentacle +15 meleeįull Attack: Eye rays +10 ranged touch and 8 tentacles +15 melee (1d6+6) and 3 bites +10 melee (1d8+3)
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