Inverted Beholder inspired by Drammor
Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 31 (-1 Size, +2 Dex, +15 Natural, +5 Deflection), touch 16, flat-footed 29
Base Attack/Grapple: +8/+14
Attack: Bite +9 melee (2d6+2)
Full Attack: Bite +9 melee (2d6+2) and 11 Mouthstalks +9 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Swallow Whole, Eyeblasts, Rend
Special Qualities: Blindsight 60', Flight, Slime
Saves: Fort +7, Ref +5, Will +9
Abilities: Str 14, Dex 14, Con 18, Int 15, Wis 13, Cha 15
Skills: Hide +8, Knowledge (Arcana) +12, Listen +11, Search +12, Spot +11, Survival +7
Feats: Flyby Attack, Improved Initiative, Improved Multiattack, Multiattack,
Environment: Any Hills
Organization: Solitary
Challenge Rating: 8
Treasure: Double Standard
Alignment: Usually Neutral Evil
Advancement: 12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment: ---
The beholder invert is an 8-foot wide floating orb, dominated by a single many-fanged maw where a beholder's central eye should be. A tripartite eyelid is located where its mouth should be, and when that lid opens, it reveals not one, but seven eyes which have been stuffed into a single socket: one large eye in the center, surrounded by six much smaller eyes which surround it, all sealed together by bands of thick, translucent tissue. Ten smaller, but equally fanged mouths sprout on long stalks from around the beholder's body. A thick, brightly colored slime constantly beads up and sweats from the abomination. The color of this slime, like many of its features, is unique to each beholder invert.
Improved Grab (Ex): To use this ability an Inverted Beholder must either hit a Medium sized or smaller opponent with its bite attack or hit any sized opponent with 2 or more of its mouth stalks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check using its bite, it may swallow the opponent in the following round. If it wins the grapple check using its mouth stalks, it may rend its opponent.
Swallow Whole (Ex): An Inverted Beholder can try to swallow an opponent at least 1 Size Class smaller than itself with a successful Grapple Check. The swallowed creature takes 1d6+2 bludgeoning damage along with 2 points of acid damage per round. While inside the Inverted Beholders gizzard opponents are subject to an Antimagic Field. A swallowed creature can cut it's way out by doing 25 points of damage with a light slashing or piercing weapon to the Inverted Beholder gullet (AC 18). Once it exits muscular action closes the hole, and other swallowed opponents must find their own way out. The Inverted Beholder’s gullet can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.
Eyeblasts (Su): Once every 1d4 rounds as a Standard Action the Inverted Beholder can open its multiple eye and unleash a 60' Cone of energy as a Standard Action. All opponents in the Area must make a DC 17 (Save DC is Charisma based) Saving Throws against three effects randomly generated from the following list:
1: Hold monster causes creatures to be paralyzed as the spell for 11 rounds. A successful Will save negates the effect. If this ability is successfully used more than once, the effects overlap.
2: Ravage (see Champions of Ruin pg. 33.) causes every living creature in the area to take 5d6 points of vile damage as the spell. Unlike normal damage, vile damage can only be healed by magic cast within in area of a consecrate or hallow spell. A successful Fortitude save negates this damage.
3: Vortex: All opponents within the area of effect must make a successful Reflex save or be sucked 30 feet closer to the inverted beholder. If this puts foes in range of the inverted beholder's bite attacks, it may attack them immediately. Flying creatures that are Medium or smaller caught in the vortex are immediately grounded though they take no falling damage.Tiny or smaller creatures are knocked prone. A successful Fortitude save negates this effect.
Rend (Ex): An inverted behold that hits a target with 2 or more mouth stalks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 1d6+3 points of damage for every mouth stalk used in the attack to a maximum of 1d6+2 times the number of mouth stalks that hit.
Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Slime (Ex): Inverted Beholders 'sweat' a form of psychoactive slime that both protects them and acts as a sort of sensory organ. While it exists the Beholder has Blindsight 60' and a +5 Deflection Bonus to AC. While too thick to be washed away by exposure to wind or water it doesn't do well against sudden extremes of temperature. If the Inverted Beholder takes Fire or Cold damage it must make a Fortitude Save (Save DC is 10 plus damage dealt). If it fails it loses it's slime and the benefits that go with it for 1d6 rounds.
Combat: The Inverted Beholders method of combat is to blast opponents with it's eye and then decide on how to progress depending on what comes up.