Lords of Madness - 3.5e

Page 140

Overseers serve hive mothers as subordinates in large beholder communities, similar to the way humanoid rulers employ others as guards or governors. The rare overseer that does not belong to a beholder community seeks out societies of other creatures to infiltrate and dominate from behind the scenes. An overseer is uncomfortable without a large number of subservient minions to tend to its real (or imagined) needs. An overseer is normally about 15 feet tall and weighs 4,000 pounds. They speak Beholder and Common.

CHAPTER 8

Large Aberration Hit Dice: 14d8+84 (147 hp) Initiative: +5 Speed: 5 ft. (1 square) Armor Class: 30 (–1 size, +1 Dex, +6 fungus armor, +14 natural), touch 10, flat-footed 29 Base Attack/Grapple: +10/+20 Attack: Eye rays +10 ranged touch and tentacle +15 melee (1d6+6) Full Attack: Eye rays +10 ranged touch and 8 tentacles +15 melee (1d6+6) and 3 bites +10 melee (1d8+3)

This creature resembles a black, rubbery tree of undulant flesh. Thick, matted sheets of wiry fungus grow all over its surface. The tree’s thirteen gnarled branches each end in a single large eye. Three fanged maws gurgle lower on the tree’s trunk, and it supports itself with a thick, coiling mass of eight long tentacles.

Illus. by C. Fix

OVERSEER

Space/Reach: 10 ft./10 ft. Special Attacks: Command beholder, constrict 1d6+6, eye rays, improved grab Special Qualities: All-around vision, darkvision 60 ft., fungus, spell resistance 23 Saves: Fort +12, Ref +5, Will +13 Abilities: Str 22, Dex 13, Con 22, Int 20, Wis 18, Cha 22 Skills: Knowledge (any four) +22, Listen +21, Search +22, Spot +21, Survival +4 (+6 following tracks) Feats: AlertnessB, Enlarge Spell, Great Fortitude, Improved Initiative, Metaray†, Maximize Spell † New feat described on page 45. Environment: Cold hills Organization: Solitary, pair, or grove (2–4 plus 3–6 beholders and 3–6 directors) Challenge Rating: 15 Treasure: Double standard Alignment: Always lawful evil Advancement: 15–28 HD (Huge); 29–42 HD (Gargantuan) Level Adjustment: —

NEW MONSTERS

The baleful flash blinds creatures for 2d6 rounds and stuns them for half the duration of the blindness. A DC 22 Fortitude save negates the stun and reduces the blindness to dazzled. Sightless creatures are immune to this attack. The save DC is Constitution-based. Constrict (Ex): An eye of the deep deals 2d6+5 points of damage with a successful grapple check. Eye Rays (Su): Each of an eye of the deep’s two small eyes can produce a magical ray once per round as a free action. Each ray has a range of 150 feet and a save DC of 18 (caster level 12th). The save DCs are Charisma-based. The two eye rays include: Hold Monster: The target must succeed on a Will save or be affected as though by the spell. Cone of Cold: This works like the spell, but affects only the creature touched by the ray (Reflex save for half). Improved Grab (Ex): To use this ability, an eye of the deep must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Persistent Image (Sp): As a standard action, an eye of the deep can create a persistent image (as the spell at caster level 12th). The eye of the deep cannot use its eye rays in the same round that it casts persistent image.

Combat Unlike most other beholderkin, overseers have a large number of physical attacks that they can use in melee combat to great effect. Nevertheless, they prefer to let their minions Overseer handle such crude activities as melee combat, and concentrate on using their eye rays against enemies. An overseer’s greatest

139


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The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
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