Pseudonatural Beholder aka the Ultimate Eye Tyrant
Huge Aberration
Hit Dice: 18d8+162 (243 hp)
Initiative: +5
Speed: 5 ft. (1 square), Fly 40 ft. (Average)
Armor Class: 32 (-2 Size, +1 Dex, +23 Natural), touch 9, flat-footed 31
Base Attack/Grapple: +13/+26
Attack: Eye Rays +12 Ranged Touch and Bite +11 melee (2d6+2)
Full Attack: Eye Rays +12 Ranged Touch and Bite +11 melee (2d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: Flight, All-Around Vision, Darkvision 60 ft., Spell Resistance 25
Saves: Fort +17, Ref +7, Will +20
Abilities: Str 20, Dex 12, Con 28, Int 29, Wis 25, Cha 25
Skills: Hide +14, Intimidate +28, Knowledge (Arcana, The Planes, Religion) +30, Listen +28, Search +34, Spellcraft +34, Spot +32, Survival +28
Feats: Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Ability Focus (Central Eye)
Environment: The Far Realms
Organization: Solitary
Challenge Rating: 19
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment: ---
Pseudonatural Beholders originate in the Far Realms and draw their excessive power from some unknown source there. They are larger than the average Beholder, with thorns sprouting here and there from their chitin.
Eye Rays (Su): Each of a Pseudonatural Beholders Eye Rays resembles a spell cast by a 20th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 26. Unlike normal Beholder eye rays these cause an area burst, also affecting anything within 10 ft. of the primary target. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:
Madness: The target of this ray must make a Willpower Save or be affected as if by a Mass Charm Monster spell.
Unraveling: The target of this ray must make a Willpower Save or take 1d10 untyped damage. It must continue to make a new Save each round to avoid another 1d10 damage until one of the following spells is cast on it (or it makes a successful Saving Throw): Break Enchantment, Dispel Magic, Remove Curse, Miracle, Wish. If the victim dies this has similar effects to a Disintegrate spell.
Withering: The target of this ray must make a Willpower Save or be affected as if by a Ray of Entropy spell.
Burning: The target of this ray must make a Reflex Save or be affected as if by an Firebrand spell.
Telekinesis: This eye ray can move objects or creature of up to 325 pounds as though it were a Telekinesis spell unless the target makes a successful Willpower Save.
Frost: The target of this ray must make a Reflex Save or be affected as if by an Ice Blast spell.
Petrification: The target of this ray must make a Fortitude Save or be affected as if by a Flesh to Stone spell.
Disintegration: The target of this ray must make a Fortitude Save or be affected as if by a Disintegration spell.
Attraction: The target of this ray must make a Willpower Save or be affected as if by a Curse of Impending Blades spell. In addition it takes a Bull Rush attack as through struck by a Strength 25 Huge creature. Unlike usual if the Bull Rush is successful, the opponent is pulled towards you instead of away.
Repulsion: The target of this ray must make a Willpower Save or be affected as if by a Bestow Curse spell. In addition it takes a Bull Rush attack as through struck by a Strength 25 Huge creature.
Central Eye (Su): The Pseudonatural Beholders central eye has 2 effects that it can switch between as a Swift Action once per round. The first is the standard Beholder antimagic, a 150 ft. cone whose area of effect is an Antimagic Field (caster Level 20th). The other effect is also a 150 cone that requires victims to make a DC 28 Willpower Save or be Dazed 1 round and Slowed as per the spell for as long as they remain within the Area of Effect.
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.
All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Combat: Pseudonatural Beholders target melee fighters with their secondary central eye effect before wreaking havoc with their area effect eye rays. Many snipe from long range as well.