Tuesday, August 20, 2013

Monsterize Me! Beholder (all editions of D&D)

I've been getting a few requests over at Pelgrane Press' forums regarding the conversion of monsters from other systems to 13th Age.  While I've already given my guidelines in the thread, I think it's appropriate that I  dedicate a portion of my blog to converting monsters as well, using information found in Pelgrane Press' archives and, from time to time, my own creative twist to them. 

The monster featured today is the Beholder.  Actually I've already posted this in the Google+ community site as part of a community project last July on converting iconic monsters, and there's at least one alternative by +David Eglinton that's available for other DMs to use, but for the sake of keeping everything in one place, I'll post this here.

GM NOTE: Because of how this monster is designed, this creature plus its eyestalks is an average fight for four level 6 PCs.

Oculus

An anomaly created from one of the Archmage's efforts to create an all-seeing ward, the oculi are floating mass of eyeballs, with a giant eyeball and a large set of teeth for its central body.  It's known to fire a kaleidoscope of rays that spell death to those affected by them; an awesome sight to behold, thus they have eventually earned the nickname "Beholder".
Level 7 Large (Double-Strength) Caster (Aberrant)
Initiative +10
Gaping Maw, one engaged enemy: +12 vs AC, 28 damage. On a natural 20, make one eyestalk attack as a free action.
Levitation: the dread oculus floats a few inches off the ground, and can fly to a nearby location as a move action, falling back to its normal levitation height at the end of its movement.
Central Eye: When an enemy targets the dread oculus with a spell, the dread oculus can roll a save; success means the spell has no effect on the oculus. If the level of the spell is lower than the dread oculus' level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dread oculus is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dread oculus has a save bonus from some other source).
Self-Preservation: Once per round as a reaction to an attack while staggered, the dread oculus can redirect the damage it takes to its eyestalks instead.
Eye Rays: As a standard action, cause one eyestalk (chosen at random) to attack a nearby enemy.  On a natural even with that eyestalk's attack, make a second eyestalk (chosen at random) attack as a free action.  On a 6+ with the second eyestalk's attack while the dread oculus is staggered, make a third and fourth eyestalk (both chosen at random) attack as a free action.  You cannot use the same stalk for each attack, and if the oculus has less than four eyestalks, all subsequent attacks after the last stalk that hasn't attacked will automatically fail to trigger.
Nastier Specials
Eye for Carnage: After the last eye rays attack has been resolved, make a number of eyestalks equal to the escalation die attack as a free action.
Eye for an Eye: When reduced to 0 HP the dread oculus can cause all remaining eyestalks to become unstuck as a free action.  Once per day the dread oculus can also cause one eyestalk to become unstuck as a standard action while staggered.  The surviving eyestalks all retain the memory of the last creature that the dread oculus faced.
GM Note: While this does nothing for the current session, after 1d4+1 sessions (or whenever you feel is appropriate), the eyestalks that survive that long would grow back to full-fledged dread oculi, and would take vengeance on the creatures whose memory they hold on to with utmost hatred.
AC 21
PD 18HP 216
MD 22

Oculus Eyestalk

Typically oculi have a total of 10 eyestalks, each one having a bit of sentience, although all are under the will of the main eye of the oculus. Each stalk has its own effect and in the face of multiple enemies the eyestalks will collectively try to attack as many as possible.
Level 7 Large (Double-Strength) Caster (Aberrant)
Initiative +10, or immediately before or after the oculus
Eye Ray Blast (close-quarters), one nearby enemy: +12 to hit, target defense and other effects depends on which of the stalks attack.
Searing: vs. PD, 18 positive energy damage
Withering: vs. PD, ongoing 18 negative damage and weakened (save ends both)
Sleep: vs. MD, if the target is staggered, they are unconscious (hard save ends), effect also ends when target takes 10+ damage.  Otherwise they are hampered, weakened and take a -4 penalty to disengage checks (save ends all).
Telekinesis: vs. PD, target pops free if engaged, and they are forcibly moved to a nearby location
Hold: vs. PD, target is stuck (save ends)
Confusion: vs. MD, the target is confused until the end of their next turn
Fear: vs. MD, 18 psychic damage, and the target is afraid (under fear condition) until they move far away from the dread oculus
Petrify: vs. PD, the target must start making last gasp saves as they turn to stone
Death: vs. PD, 18 negative energy damage, and the target must start making last gasp saves as they fight for their life
Disintegrate: vs. PD, 36 damage and 56 ongoing damage.
Unique Eye Blasts: For each eyestalk killed, disable one random type of eye ray blast
Attached: Oculus eyestalks are stuck to the dread oculus, until unstuck. Once unstuck, they gain the oculus' levitation ability.
AC 19
PD 19HP 27 (mook)
MD 23
Mook: Kill one eyestalk mook for every 27 damage