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Elder Orb - CR: 15
SpeciesBeholder
SubspeciesBeholder
SizeLsrge
TypeAberration
Hit Dice9d8+44 (116hp)
Speed60ft Fly
AbilitiesStr 10, Dex 14, Con 18, Int 25, Wis 15, Cha 15
Special QualitiesAll-around vision, antimagic cone, dark- vision 60 ft., fl ight
OrganizationSolitary
TreasureStandard
AlignmentLawful Evil
Skills
Hide +12, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks), and knowledge (arcana) +17
Feats
Alertness; Flyby Attack; Great Fortitude; Improved Initiative; Iron Will
Combat
Initiative+6
Armor Class (AC)33 (-1 Size, +2 Dex, +22 Natural) Touch 11, Flat Footed 31
Base Attack+8/+12
AttackEye rays +9 ranged touch and bite +7 melee
Full AttackEye rays +9 ranged touch and bite +7 melee 2d4
Space/Reach15ft/10ft
Special AttacksMagic; see below
SavesFort +6, Ref +5, Will +11
Description
Combat: An Elder Orb typically loses the powers of 1-4 eyes in reaching its advanced age and powers. In old age, beholders can’t regenerate lost eyes (purely physical damage still heals).

Elder Orbs use magic, developing verbal-only spells of their own, or buying or stealing spells from beings who use verbal magics. They employ potions, scrolls, and spellbooks as wizards do; they also utilize magic items that need not be worn to function and are activated by command words.

An Elder Orb can memorize one wizard spell for every 8 hit points it currently possesses. It can only hold one spell of each spell level in its mind at a time, and must study spells as mages do to retain its spellcasting abilities.

Spells widely known among Elder Orbs are few. Each one guards its knowledge jealously, vying for supremacy over others. Common Orb-spells are known to include: darkness, 15’ radius; detect invisibility; dig; dispel magic; ESP; minor globe of invulnerability; power word, blind; protection from normal missiles; wall of force, and control death tyrant. This later spell is equivalent in power to a fourth-level wizard spell, but it is unusable by human minds of less than 18 intelligence.

This magic enables an Elder Orb to control any Death Tyrants (undead beholders) within a range of 1 mile per current hit die of the Elder, a control as rigid as a charm person influences humans. An Elder Orb can simultaneously control one Death Tyrant per point of intelligence it currently possesses. If faced with more Tyrants than its control limit, a rare occurence indeed, it can drop control of one in one round and assume control of another in the next. The Tyrants involved will do nothing during those two rounds. Death Tyrants cannot rebel against this control which overrides and always supercedes their directives.

Whenever an Elder Orb has access to Death Tyrants and expects danger, it will exercise a control spell. It is one spell Orbs always memorize; another is the 8th level create death tyrant spell developed by Elder Orbs, which yields a steady supply of servants.

In battle, an Elder Orb always tries to have Death Tyrants do its fighting, using them as shields from attackers, and to maneuver foes into range of its own eyes. An Elder Orb tends to keep its spells as surprises to turn the tide of battle or to escape foes likely to defeat it.

Created by

GeneralOvertime.

Statblock Type

Monster

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