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Community
General Tabletop Discussion
D&D Older Editions
has anyone converted the Observer (beholderkin) from Planescape 2e?
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<blockquote data-quote="Gish Makai" data-source="post: 66067" data-attributes="member: 241"><p>Then you mean this one....</p><p></p><p>Beholder-kin, Observer</p><p>Large Aberration</p><p></p><p>HD: 8d8+8 {44 hp) </p><p>Initiative: +6 (+2 Dex, +4 Improved Initiative)</p><p>Speed: Fly 10 ft (perfect)</p><p>AC: 22 (-1 Size, +2 Dex, +11 Natural Armor)</p><p>Attacks: 3 Bite +5 (melee)</p><p>Damage: Bite 1d8</p><p>Face/Reach: 5 ft x 5 ft/10 ft</p><p>Special Attacks: Improved Grab, Blood Drain, Psionics, Eye Rays</p><p>Special Qualities: All-around vision, Levitate, Psionics, SR 16, True Seeing</p><p>Saves: Fort +3, Ref +4, Will +10</p><p>Abilities: Str 10, Dex 14, Con 12, Int 18, Wis 15, Cha 15</p><p>Skills: Gather Information +13, Listen +13, Move Silently +11, Search +17, Spot +14</p><p>Feats: Dodge, Improved Initiative, Iron Will, Point Blank Shot, Flyby Attack</p><p></p><p>Climate/Terrain: Acheron, Mechanus, Outlands</p><p>Organization: Solitary</p><p>CR: 12</p><p>Treasure: Double Standard</p><p>Alignment: Lawful Neutral (Usually)</p><p>Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)</p><p></p><p>An observer has a spherical body about 6 to 7 feet in diameter, covered with a tough, chitinous shell. The shell's a mottled purple and pinkish color, and can be 2 to 3 inches think in some places. Unlike beholders, observers have three mouths spaced evenly around their lower hemisphere, and three main eyes spaced evenly around their equator. Six minor eyes on stalks ring their dorsal surfaces.</p><p></p><p>COMBAT</p><p>The observer attacks only if attacked. It then flies by and strikes with its three mouths which house stalks that can reach up to 5 feet from the main body.</p><p></p><p>Improved Grab (Ex): To use this ability, the observer must hit with one mouth stalk with a roll of 4 or greater than the number needed to hit. It then fastens to its target.</p><p></p><p>Blood Drain (Ex): An observer who fastens itself to an opponent can drain blood at a rate of 2 temporary points of Constitution damage per round. The victim can make an opposed Strength check to break free.</p><p></p><p>Gaze (Su): Although the observer’s attacks are formidable, they pale in comparison to its magical abilities. Each of the creature's main eyes projects a powerful ray of telekinetic force that can have one of three effects. The range for the main eyes is 300 feet.</p><p> Bigby's forceful hand: This can drive back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures weighing in at 500 to 1000 pounds cannot advance closer while the gaze remains on them. Creatures over 1000 pounds can advance at a rate of 10 feet per round.</p><p> Telekinetic Blow: This blow inflicts damage equal to 1d12 + the victims AC in damage.</p><p> Deflect Missiles: The last power of this ray can deflect all physical missiles fires at the creature from the 120-degree arc in from of the eye.</p><p></p><p>Eye Rays (Su): Each of the six small eyes can produce a magical ray once per round, even when the observer is attacking physically or moving at full speed. Each eye's effect resembles a spell cast by a 12th level sorcerer but follows the rules for ray (see Aiming a Spell, page 148 in the Player's Handbook). All rays have a DC of 17.</p><p> Dominate: This ray has a range of 90 feet. It functions the same as the spell.</p><p> Enervation: This ray has a range of 90 feet. It functions the same as the spell.</p><p> Fear: This ray has a range of 120 feet. It functions the same as the spell.</p><p> Finger of Death: This ray has a range of 90 feet. It functions the same as the spell.</p><p> Magic Missile: This eye can shoot 3 missiles at a range of 120 feet.</p><p> Otiluke's Freezing Sphere: This ray inflicts 8d6+16 points of cold damage.</p><p></p><p>Psionics (Sp): At will - telekinesis, inertial barrier, body control, chameleon, inflict pain (double strength), dominate, contact, detect thoughts, and invisibility. These powers are as if manifested by a 10th level psion.</p><p> Attack/Defense Modes (Su): all/all</p><p></p><p>Levitate (Sp): Observers stay in the air by an innate means of levitation.</p><p></p><p>All-around Vision (Ex): Observers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked.</p><p></p><p>True Seeing (Sp): The powerful eyes of the observers are the equivalent of a true seeing spell to a range of 300 feet, except that the observer cannot determine alignment.</p></blockquote><p></p>
[QUOTE="Gish Makai, post: 66067, member: 241"] Then you mean this one.... Beholder-kin, Observer Large Aberration HD: 8d8+8 {44 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: Fly 10 ft (perfect) AC: 22 (-1 Size, +2 Dex, +11 Natural Armor) Attacks: 3 Bite +5 (melee) Damage: Bite 1d8 Face/Reach: 5 ft x 5 ft/10 ft Special Attacks: Improved Grab, Blood Drain, Psionics, Eye Rays Special Qualities: All-around vision, Levitate, Psionics, SR 16, True Seeing Saves: Fort +3, Ref +4, Will +10 Abilities: Str 10, Dex 14, Con 12, Int 18, Wis 15, Cha 15 Skills: Gather Information +13, Listen +13, Move Silently +11, Search +17, Spot +14 Feats: Dodge, Improved Initiative, Iron Will, Point Blank Shot, Flyby Attack Climate/Terrain: Acheron, Mechanus, Outlands Organization: Solitary CR: 12 Treasure: Double Standard Alignment: Lawful Neutral (Usually) Advancement Range: 9-16 HD (Large), 17-24 HD (Huge) An observer has a spherical body about 6 to 7 feet in diameter, covered with a tough, chitinous shell. The shell's a mottled purple and pinkish color, and can be 2 to 3 inches think in some places. Unlike beholders, observers have three mouths spaced evenly around their lower hemisphere, and three main eyes spaced evenly around their equator. Six minor eyes on stalks ring their dorsal surfaces. COMBAT The observer attacks only if attacked. It then flies by and strikes with its three mouths which house stalks that can reach up to 5 feet from the main body. Improved Grab (Ex): To use this ability, the observer must hit with one mouth stalk with a roll of 4 or greater than the number needed to hit. It then fastens to its target. Blood Drain (Ex): An observer who fastens itself to an opponent can drain blood at a rate of 2 temporary points of Constitution damage per round. The victim can make an opposed Strength check to break free. Gaze (Su): Although the observer’s attacks are formidable, they pale in comparison to its magical abilities. Each of the creature's main eyes projects a powerful ray of telekinetic force that can have one of three effects. The range for the main eyes is 300 feet. Bigby's forceful hand: This can drive back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures weighing in at 500 to 1000 pounds cannot advance closer while the gaze remains on them. Creatures over 1000 pounds can advance at a rate of 10 feet per round. Telekinetic Blow: This blow inflicts damage equal to 1d12 + the victims AC in damage. Deflect Missiles: The last power of this ray can deflect all physical missiles fires at the creature from the 120-degree arc in from of the eye. Eye Rays (Su): Each of the six small eyes can produce a magical ray once per round, even when the observer is attacking physically or moving at full speed. Each eye's effect resembles a spell cast by a 12th level sorcerer but follows the rules for ray (see Aiming a Spell, page 148 in the Player's Handbook). All rays have a DC of 17. Dominate: This ray has a range of 90 feet. It functions the same as the spell. Enervation: This ray has a range of 90 feet. It functions the same as the spell. Fear: This ray has a range of 120 feet. It functions the same as the spell. Finger of Death: This ray has a range of 90 feet. It functions the same as the spell. Magic Missile: This eye can shoot 3 missiles at a range of 120 feet. Otiluke's Freezing Sphere: This ray inflicts 8d6+16 points of cold damage. Psionics (Sp): At will - telekinesis, inertial barrier, body control, chameleon, inflict pain (double strength), dominate, contact, detect thoughts, and invisibility. These powers are as if manifested by a 10th level psion. Attack/Defense Modes (Su): all/all Levitate (Sp): Observers stay in the air by an innate means of levitation. All-around Vision (Ex): Observers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked. True Seeing (Sp): The powerful eyes of the observers are the equivalent of a true seeing spell to a range of 300 feet, except that the observer cannot determine alignment. [/QUOTE]
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has anyone converted the Observer (beholderkin) from Planescape 2e?
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