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Half-Dragon Beholder

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Description

In a society where even the slightest deformation is seen as a threat, being born with wings and vestigial body is a crime in itself. Beholders rarely cross-breed, and the histories behind such offspring are usually best left unexplored. Still, being half-dragon isn't without its advantages, even for a beholder.

This specimen ekes out a living at the edge of Beholder territory, long ago driven mad by the conflicting natures of its existence, between draconic pride and a beholder's revulsion at all that is not beholder. The one thing it knows with any certainty is that is deserves much, much more power than it has, and it seeks to slaughter its way through the ranks of normal beholderkin to set itself up as the new ideal.

This is an older pic that I always liked, so I dug it out and gave it a touch-up so I could post it here.




Edit: Now with stats!

HALF-DRAGON BEHOLDER (RED)
Large Aberration Dragon
Hit Dice: 11d12+56 (122 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 30 (–1 size, +2 Dex, +19 natural), touch 11, flat-footed 24
Base Attack/Grapple: +8/+12
Attack: Eye rays +9 ranged touch and bite +6 melee (2d4)
Full Attack: Eye rays +9 ranged touch and bite +6 melee (2d4) and 2 claws +1 melee (1d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays, breath weapon
Special Qualities: All-around vision, antimagic cone, darkvision (60 ft.), flight, low light vision, immunity to sleep and paralysis effects, immunity to fire
Saves: Fort +10, Ref +5, Will +11
Abilities: Str 18, Dex 14, Con 20, Int 19, Wis 15, Cha 17
Skills: Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +14 (+16 following tracks)
Feats: AlertnessB, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
Environment: Cold hills or warm mountains
Organization: Solitary
Challenge Rating: 15
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 12–16 HD (Large); 17–33 HD (Huge)
Level Adjustment: —

In a society where even the slightest deformation is seen as a threat, being born with wings and vestigial body is a crime in itself. Beholders rarely cross-breed, and the histories behind such offspring are usually best left unexplored. Still, being half-dragon isn't without its advantages, even for a beholder.

This specimen ekes out a living at the edge of Beholder territory, long ago driven mad by the conflicting natures of its existence, between draconic pride and a beholder's revulsion at all that is not beholder. The one thing it knows with any certainty is that is deserves much, much more power than it has, and it seeks to slaughter its way through the ranks of normal beholderkin to set itself up as the new ideal.

Combat
Half-dragon beholders are even more reckless in combat. Far more resilient and powerful than a normal beholder, they hurl themselves into the highest concentration of their foes in a firestorm of eye-rays, breath attacks, and gleaming claws. When an enemy manages to keep some distance, the half-dragon beholder tries to sow as much confusion as possible to slow them down.

Breath Weapon (Su): A half-dragon beholder can breath fire once per day. The 30-foot cone of fire deals 6d8 points of damage. A successful Reflex save (DC 18) reduces damage by half.

Eye Rays (Su): Each of a half-dragon beholder’s ten eye rays resembles a spell cast by a 13th-level caster. It counts as a +5 ranged touch attack and is a free action. Each eye ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma-based. The ten eye rays include: Charm Monster: The target must succeed on a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside.
Charm Person: The target must succeed on a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm monster ray.
Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat.
Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.
Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration.)
Inflict Moderate Wounds: This works like the spell, causing 2d8+10 points of damage (Will half ).
Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Beholders like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but they also know that doing so takes time and can delay an effective counterattack.
Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death ray. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.
Telekinesis: A beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

Antimagic Cone (Su): A half-dragon beholder’s central eye continually produces a 150-foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed—even the beholder’s own eye rays. Once each round, during its turn, the beholder decides whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye).
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Crazyartlover21's avatar

Awesome design, was it born from the nightmares of a true beholder or a transmutation ritual involving beholder blood and a dragon egg