Sharner Kobold Sharner Kobold

 

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Beholder-Kin, Gazer (CR 2)

Small Aberration

Hit Dice: 2d8+4 (13 hp)

Initiative: +4

Speed: 5 ft. (1 sq.), fly 30 ft. (good)

AC: 20 (+4 Dex, +1 size, +5 natural), touch 15, flat-footed 16

Base Attack/Grapple: +1/-5

Attack: Eye ray +6 ranged touch (see text) or bite +0 melee (1d4-2)

Full Attack: Bite +0 melee (1d4-2) and 6 eye rays +1 ranged touch (see text)

Special Attacks: Eye rays, hypnotic gaze

Special Qualities: Darkvision 60 ft., all-around vision, flight

Space/Reach: 5 ft./ 5 ft.

Saves: Fort +2, Ref +4, Will +5

Abilities: Str 6, Dex 18, Con 15, Int 13, Wis 15, Cha 13

Skills: Hide +11, Knowledge (arcana) +4, Listen +7, Search +9, Spot +11

Feats: AlertnessB, Flyby Attack


Environment: Any land and underground

Organization: Solitary, pair, or cluster (3–6)

Challenge Rating: 2

Treasure: Standard

Alignment: Usually neutral evil

Advancement: 3 – 5 HD (Small), 6 – 10 HD (Medium)

Level Adjustment: +4

 

 

This bluish-gray creature, about the size and shape of a pumpkin, floats on its own volition. On its front it has a single large eye and below that a wide mouth grinning with needle-sharp teeth. From its top jut two small horns like that of a calf. Its lower part is surrounded by a seam of skin flaps, similar to a skirt. From underneath these flaps protrude six tendril-like stalks, each tipped with a malicious eye.

 

Gazers are lesser brethren of beholders, often underestimated as mere servants and minions of greater beholder-kin. Nonetheless, gazers are smart and independent, and they easily band together in small groups, working toward their own agenda.

Lacking effective means to bend servants to their wills, gazers have developed an array of abilities to work their environment to their necessities themselves, albeit crudely.

Thus they are esteemed as workers and lesser overseers within the lairs of greater beholder-kin.

Gazers measure between 2 and 2-1/2 ft. in diameter, weighing about 60 lbs.

Gazers speak Common, Undercommon, and Beholder.

 

Combat

If their hypnotic gaze doesn’t suffice to incapacitate or drive off an opponent, gazers use their electric ray as their primary means of attack. If possible, they try to hit opponents with a combination of their ray of enfeeblement and shrinking ray to greatly reduce an opponents strength. Usually, gazers retreat as far as possible to stay out of opponents’ reach while firing their rays upon them.

Another favored tactic of gazers is to ensnare an opponent with their levitation ray and fly up with their victims, lifting it ever higher to let it eventually drop to the ground...

All-around Vision (Ex): Gazers are exceptionally perspicacious. They gain a +4 bonus to Search and Spot checks. They cannot be flanked.

Eye Rays (Su): Each of the gazer’s six eye rays resembles a spell cast by a 4th-level caster. A gazer can direct up to two eye rays into the same 90° arc. Each eye ray has a range of 60 feet and a save DC of 12. The save DC is Charisma-based. The six eye rays include:

Electric Ray: This eye ray deals 1d6+4 points of electricity damage on a successful hit (no save).

Levitation Ray: With this ray, the gazer can lift up objects or creatures weighing up to 400 lbs. as with a levitate spell, but only up to the maximum range of the ray. The ray also works against unwilling targets, but these are allowed a Will save to negate and, if unsuccessful, another Will save each round thereafter to break free, but with the problem, that the target might now drop from a dangerous height.

Operator Ray: This ray can operate objects like an unseen servant spell. It has no effect on creatures other than maybe to groom, dress up, undress or do similar things on them (no save). It has no effect in combat.

Ray of Enfeeblement: As the spell, imposing a 1d6+2 penalty to the target’s Strength score (no save).

Shattering Ray: As the spell shatter, targeted against a single object or creature. (Will negates or Fortitude halves).

Shrinking Ray: As reduce person, but affecting any creature and even objects for 4 minutes (Fortitude negates).

Hypnotic Gaze (Su): Gaze attack. Fascinated for 2d4 rounds, 30 feet, Will DC 12 negates.

Flight (Ex): A gazer’s body is naturally buoyant. This buoyancy allows him to fly as per the spell as a free action at a speed of 30 ft. This buoyancy also grants it a permanent feather fall effect with personal range.