Abberations

Hairbeasts

  • Hairbeasts
  • Large Aberration
  • Hit Dice: 5d8+10 (50 hp)
  • Initiative: +2
  • Speed: 40 ft. (8 squares)
  • Armor Class: 15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
  • Base Attack/Grapple: +3/+11
  • Attack: Yorp! +7 melee touch (grapple)
  • Full Attack: Yorp! +7 melee touch (grapple)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Yorp!
  • Special Qualities: Blind, Blindsight 60', Damage Reduction 10/Slashing
  • Saves: Fort +3, Ref +3, Will +6
  • Abilities: Str 18, Dex 15, Con 15, Int 3, Wis 14, Cha 12
  • Skills: Listen +10
  • Feats: Endurance, Run
  • Environment: Any
  • Organization: Solitary, Pair, or Group (3-6)
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 6-10 HD (Large)
  • Level Adjustment: -

"Bert ah know we wanted somethin' differnt this time out…but this is just weird…"

"Relax Abner. Ah brought mah cuzin Joe Bob along to get his feet wet helpin' out. He's one'a them psychic types."

"FIRE!!"

"Beg pardon?'

"FIRE IS THE ANSWER TO ALL OF LIFES PROBLEMS!!"

"Abner…I'm not exactly reassured by his…enthusiasm…"

Hairbeasts (also known as Dire Hairs) are strange critters that seem to be composed entirely of hair. What they eat, how they reproduce, and how they came to be is virtually unknown. They are trainable as mounts, but their handlers don't seem very keen to give up their secrets as to how to train them, or what they might know of their origin. Hairbeasts apparently understand commands in Common, but cannot speak. They have been known to howl, bark, purr, or growl though.

Yorp! (Ex): If the Hairbeast makes a successful touch attack it is considered to be grappling it's opponent. It's hairs work their way into it's opponents eyes and facial orifices during grapples, and each round the grapple is maintained the opponent must make a DC 14 Fortitude Save (Save DC is Constitution based) or be Blinded and Sickened for as long as the Grapple continues and for 1d3 rounds thereafter (he also cannot speak for the duration of the grapple and 1 round thereafter). The Hairbeast does 1d4 damage with a successful grapple as well. Hairbeasts may use their Yorp! attack as part of a charge.

Blind (Ex): Hairbeasts are blind, and are effectively immune to any attack or effect that requires them to be able to see.

Combat: Hairbeasts charge into the grapple, and begin wrasslin'. Sometimes they get bored and take off, but generally you better escape the hold and run.

Teal Hulk

  • Teal Hulk
  • Small Aberration
  • Hit Dice: 3d8+3 (27 hp)
  • Initiative: +2
  • Speed: 20 ft. (4 squares), Climb 20 ft., Burrow 20 ft.
  • Armor Class: 19 (+1 Small, +2 Dex, +6 natural), touch 13, flat-footed 17
  • Base Attack/Grapple: +2/-1
  • Attack: Claw +5 melee (1d4+1)
  • Full Attack: 2 Claws +5 melee (1d4+1) and 1 Bite +0 melee (2d4)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Charm Gaze
  • Special Qualities: Dark Vision 30', Tremorsense 40'
  • Saves: Fort +2, Ref +3, Will +3
  • Abilities: Str 12, Dex 15, Con 12, Int 11, Wis 11, Cha 11
  • Skills: Climb +11, Hide +8, Jump +3, Move Silently +4, Listen +2, Spot +2
  • Feats: Blind-Fight, Weapon Finesse
  • Environment: Underground
  • Organization: Solitary, Cluster (3-6), or Hive (10-100)
  • Challenge Rating: 2
  • Treasure: Half Standard
  • Alignment: Usually Neutral Evil
  • Advancement: 4 HD (Small), 5-6 HD (Medium)
  • Level Adjustment: -

"Bert…Bert there's this weird blue/green bug eating my boot…it's a really big bug Bert…"

Spellcasters are prone to madness after all. One of the worst is the Evil Minion competition. All competitors take a common monster, and manipulate it into what they consider the perfect evil minion. This most recent competition involved the Umber Hulk (you can already see where this is going bad). Professor Nwakuche's entry is a bluish-green Hulk that's only a scant 2 feet 6 inches tall, and weighing in at 50 pounds at most. It's Charming Gaze and stealth due to it's small size make it quite useful. Unfortunately the Teal Hulk's rapid reproductive rate, and tendencies to swarm makes up for it's advantages. Teal Hulks speak Terran.

Charm Gaze: Charm Monster as per the spell, 30', Willpower DC 12 negates, Caster Level equal to Hit Dice, Save DC is Charisma Based.

Combat: Teal Hulks try to usually Charm opponents, and get them to help out the Hive before sending them on their way or using them to feed the young. If the gaze attack doesn't work they swarm the outsider and begin biting his legs furiously.

Sienna Hulk

  • Sienna Hulk
  • Large Aberration
  • Hit Dice: 8d8+24 (88 hp)
  • Initiative: +2
  • Speed: 30 ft. (5 squares), Burrow 20 ft.
  • Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
  • Base Attack/Grapple: +6/+20
  • Attack: Claw +11 melee (1d8+6)
  • Full Attack: 2 Claws +11 melee (1d8+6) and 1 Bite +9 melee (2d8+3)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Despairing Gaze
  • Special Qualities: Dark Vision 60', Tremorsense 60'
  • Saves: Fort +5, Ref +4, Will +6
  • Abilities: Str 22, Dex 15, Con 17, Int 9, Wis 11, Cha 15
  • Skills: Climb +9, Jump +9, Listen +3, Spot +2
  • Feats: Ability Focus (Gaze), Irresistible Gaze (see Savage Species), Multiattack
  • Environment: Underground
  • Organization: Solitary, or Cluster (3-6)
  • Challenge Rating: 6
  • Treasure: Standard
  • Alignment: Usually Lawful Evil
  • Advancement: 9-12 HD (Large), 13-24 HD (Huge)
  • Level Adjustment: -

"Wow…that's the freakiest bug thing ah evah did see. Hey Bert you 'spose he's friendly? Bert? Uh oh…"

Professor Butler had often taken a lot of bad jokes based on his name. A lot. As a result he often suffered from crushing depression. Then he heard about the minion contest. Soon all would feel his depression! HAHAHAHAHAHAHAHA!!!! Sienna hulks are tall, thin yellow-brown Hulks standing roughly 12 feet tall but weighing only 500 pounds or so. Not as intelligent as the Umber Hulk, their gaze is a bit more powerful causing opponents to succumb to despair. Unfortunately close proximity to his new minions caused Professor Butler to kill himself. The Sienna Hulks ate him, and proceeded to kill off his students.

Despairing Gaze: Crushing Despair, 30', Willpower Save DC 20 negates, Save DC is Charisma based.

Combat: Sienna Hulks fight pretty similarly to a regular Umber Hulk. They do rely more on their gaze to soften up opponents though.

Magenta Hulk

  • Magenta Hulk
  • Large Aberration
  • Hit Dice: 10d8+50 (130 hp)
  • Initiative: +0
  • Speed: 15 ft. (4 squares), Burrow 10 ft.
  • Armor Class: 20 (-1 Large, +11 natural), touch 9, flat-footed 20
  • Base Attack/Grapple: +7/+22
  • Attack: Claw +13 melee (1d8+7)
  • Full Attack: 2 Claws +13 melee (1d8+7) and 1 Bite +11 melee (2d8+3)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Rebuking Gaze
  • Special Qualities: Dark Vision 60', Tremorsense 60'
  • Saves: Fort +7, Ref +3, Will +7
  • Abilities: Str 25, Dex 11, Con 19, Int 9, Wis 11, Cha 15
  • Skills: Listen +6, Spot +7
  • Feats: Cumbrous Fortitude, Improved Toughness, Irresistible Gaze, Multiattack*
  • Environment: Underground
  • Organization: Solitary, or Cluster (3-6)
  • Challenge Rating: 7
  • Treasure: Standard
  • Alignment: Usually Neutral Evil
  • Advancement: 11-15 HD (Large), 16-30 HD (Huge)
  • Level Adjustment: -

*Cumbrous Fortitude, Irresistible Gaze are from Savage Species.

"Hahahahaha!!! Thats the fattest Hulk I've ever seen! Oh crap…Oh crap, dude, I think we made him angry!"

Professor Esther had long been teased about her weight. After years it had gotten to the point where she decided to show people in the competition not only was big okay, it was better. And to some extent she was right. Her minions were a bit tougher than the usual Hulk. But she didn't realize increased mass meant increased appetite. Fortunately she wasn't around for the eating spree, but her students weren't so lucky. Magenta hulks are a light purplish red. While they stand no taller than a regular Hulk they weigh almost half again as much. They speak Terran.

Rebuking Gaze: Greater Rebuke, 30', Willpower Save DC 18 negates, Save DC is Charisma based. (Greater Rebuke may be found in Spell Compendium)

Combat: magenta Hulks soften their opponents up with their Gaze and then move in. They're pretty much like normal Hulks, but their hunger leads them to try to eat any downed victims, often taking at least one of them out of the combat if they kill an opponent.

Aquamarine Hulk

  • Aquamarine Hulk
  • Large Aberration (Aquatic)
  • Hit Dice: 8d8+24 (88 hp)
  • Initiative: +2
  • Speed: 20 ft. (5 squares), Swim 20 ft.
  • Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
  • Base Attack/Grapple: +6/+19
  • Attack: Claw +10 melee (1d8+5)
  • Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (2d8+2)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Light Gaze
  • Special Qualities: Dark Vision 60', Blindsense 60', Amphibious
  • Saves: Fort +8, Ref +4, Will +6
  • Abilities: Str 21, Dex 15, Con 19, Int 11, Wis 11, Cha 13
  • Skills: Listen +7, Search +7, Spot +8, Swim +13
  • Feats: Ability Focus (Gaze), Great Fortitude, Swim-By Attack*
  • Environment: Warm or Temperate Aquatic
  • Organization: Solitary, or Cluster (3-6)
  • Challenge Rating: 6
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: 9-12 HD (Large), 13-24 HD (Huge)
  • Level Adjustment: -

*Swim-By Attack may be found in Stormwrack.

"Abner…ah just saw a huge bug eat the carp we pulled in…ah think we're dun fishin'"

Professor Jingang's headquarters were underwater, making her somewhat upset over the choice of a very non water traveling race for the competition. But she adapted. Aquamarine Hulks are a pale blue water dwelling species of Hulk with fins and pulsing gills and what have you. Normal Hulks get sick looking at them for some reason. They just don't get along. Aquamarine Hulk speak Aquan.

Light Gaze: Rainbow Pattern, 30', Willpower Save DC 17 negates, Save DC is Charisma Based.

Skills: Aquamarine Hulks get a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

Combat: Aquamarine Hulks prefer hit and run tactics to stand up fighting, especially since they usually are able to take more advantage of their environment than invading adventurers.

Cerise Hulk

  • Cerise Hulk
  • Large Aberration
  • Hit Dice: 8d8+24 (88 hp)
  • Initiative: +5
  • Speed: 20 ft. (5 squares), Climb 20 ft.
  • Armor Class: 18 (-1 Large, +1 Dex, +8 natural), touch 10, flat-footed 16
  • Base Attack/Grapple: +6/+19
  • Attack: Claw +10 melee (1d8+5)
  • Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +10 melee (2d8+2)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Fear Gaze
  • Special Qualities: Dark Vision 60', Tremorsense 60'
  • Saves: Fort +8, Ref +3, Will +6
  • Abilities: Str 21, Dex 13, Con 19, Int 11, Wis 11, Cha 15
  • Skills: Climb +18, Jump +10, Listen +6, Spot +6
  • Feats: Improved Initiative, Improved Multiattack, Multiattack
  • Environment: Warm Forests
  • Organization: Solitary, or Cluster (3-6)
  • Challenge Rating: 6
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: 9-12 HD (Large), 13-24 HD (Huge)
  • Level Adjustment: -

"Dude…dude do you smell cherries??"

Professor Zvonko had always liked cherries, and his entry to the minion competition both smell and look like them. Wanting minions perfect for keeping pests away from his cherry bushes. The Cerise Hulks Fear gaze makes it perfect for this role. They otherwise seem like regular Hulks, and speak Terran.

Fear Gaze (Su): Fear, 30', DC 16 Willpower Save negates, Save DC is Charisma based.

Skills: Cerise Hulks have a +8 Racial Bonus to CLimb checks, and may always take 10 on a Climb check.

Combat: Cerise Hulks will usually blast opponent with their Gaze, and then attack if they don't run away.

Cerulean Hulk

  • Cerulean Hulk
  • Medium Aberration
  • Hit Dice: 4d8+8 (40 hp)
  • Initiative: +6
  • Speed: 30 ft. (6 squares)
  • Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
  • Base Attack/Grapple: +3/+5
  • Attack: Claw +5 melee (1d6+2)
  • Full Attack: 2 Claws +5 melee (1d6+2) and 1 Bite +3 melee (2d6+1)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Lightning Gaze
  • Special Qualities: Dark Vision 60', Tremorsense 60'
  • Saves: Fort +3, Ref +3, Will +6
  • Abilities: Str 15, Dex 15, Con 15, Int 11, Wis 11, Cha 15
  • Skills: Climb +5, Jump +5, Listen +4, Spot +4
  • Feats: Improved Initiative, Iron Will, Multiattack
  • Environment: Cold Forests
  • Organization: Solitary, or Cluster (3-6)
  • Challenge Rating: 3
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: 5-8 HD (Medium), 9-12 HD (Large)
  • Level Adjustment: -

"Hey Abner…member how maw allus told us not to pee on the electric fence…it goes for bugs too…"

Professor Gorm didn't want some namby pamby gaze attacking Hulk for his entry. Gaze attacks were for sissies. He wanted to breed them out of his creation and make them tougher. Real minions don't need range. His plans backfired, and his minions now shoot ball lightning, probably as a result of his using massive amounts of electricity in his experiments making them. Nor are they tougher than regular Hulks. Fortunately the electrical burns to his kidneys could be regenerated. Cerulean Hulks speak Auran.

Lightning Gaze (Sp): The Cerulean Hulk may cast Orb of Electricity at will as a Spell-Like Ability. Caster Level is equal to Hit Dice.

Combat: Cerulean Hulks just sit back and blast away with their electrical powers. They're kinda lazy tactically for Hulks.

Chartreuse Hulk

  • Chartreuse Hulk
  • Tiny Aberration (Swarm)
  • Hit Dice: 8d8+8 (72 hp)
  • Initiative: +4
  • Speed: 20 ft. (4 squares), Climb 20 ft.
  • Armor Class: 18 (+2 Size, +4 Dex, +2 natural), touch 16, flat-footed 14
  • Base Attack/Grapple: +6/-
  • Attack: Swarm (2d6)
  • Full Attack: Swarm (2d6)
  • Space/Reach: 10 ft./0 ft.
  • Special Attacks: Distraction (DC 17), Force Gaze
  • Special Qualities: Dark Vision 60', Tremorsense 60', Swarm Traits, Half Damage from Slashing and Piercing
  • Saves: Fort +5, Ref +8, Will +6
  • Abilities: Str 5, Dex 18, Con 12, Int 6, Wis 11, Cha 5
  • Skills: Climb +8, Hide +12, Listen +4, Spot +4
  • Feats: Great Fortitude, Lightning Reflexes, Ability Focus (Distraction)
  • Environment: Warm Marshes
  • Organization: Solitary, or Cluster (3-6)
  • Challenge Rating: 3
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: -
  • Level Adjustment: -

"Dude…Dude it's an army of teeny bug monsters. That's hysterical. Why are they looking at us and laughing?"

Chartreuse Hulks are small Hulks a little bit smaller than a cat. Created by professor Mechelina for the contest for no better reason than she was required to enter a minion, and she was really really stoned (Hey, she's a Wizard. They're weird critters.). Not having any real idea of what they were or what they did she still went to introduce them the day of the contest only to find out they'd decided to nest in the college's solarium, and weren't leaving for anyone or anything. Eventually forced to leave after a massive extermination campaign they are now firmly ensconced in a nearby marsh.

Force Gaze: The Chartreuse Hulks Swarm Attacks do Force damage.

Skills: Chartreuse Hulks have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

Combat: Chartreuse Hulks are more intelligent than most swarms, which makes them a little more dangerous than the average swarm. But their tactics are still pretty limited to the traditional swarm attack.

Fuschia Hulk

  • Fuchsia Hulk
  • Colossal Aberration
  • Hit Dice: 80d8+880 (1520 hp)
  • Initiative: +0
  • Speed: 50 ft. (10 squares)
  • Armor Class: 32 (-8 Size, +30 natural), touch 2, flat-footed 32
  • Base Attack/Grapple: +60/+96
  • Attack: Claw +72 melee (4d6+20/19-20) or Eyebeam +52 Ranged Touch (20d6)
  • Full Attack: 2 Claws +72 melee (4d6+20/19-20) and 1 Bite +72 melee (6d6+10/19-20) or or Eyebeam +52 Ranged Touch (20d6)
  • Space/Reach: 30 ft./30 ft.
  • Special Attacks: Eyebeam, Trample (4d12+40), Frightful Presence
  • Special Qualities: Dark Vision 240', Tremorsense 240', Damage Reduction 20/Adamantine, Fast Healing 5
  • Saves: Fort +59, Ref +42, Will +26
  • Abilities: Str 50, Dex 11, Con 32, Int 5, Wis 11, Cha 30
  • Skills: Climb +33, Intimidate +24, Listen +13, Search +12, Spot +15, Survival +13
  • Feats: Awesome Blow, Cleave, Combat Reflexes, Devastating Critical (Claws, Bite), Endurance, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Claw, Bite), Improved Multiattack, Improved Snatch, Large and in Charge, Multiattack, Multisnatch, Overwhelming Critical (Claws, Bite), Power Attack, Power Ciritcal (Claws, Bite), Rend, Snatch, Stamp, Weapon Focus (Claw, Bite)
  • Environment: Any
  • Organization: unique
  • Challenge Rating: 26
  • Treasure: Standard
  • Alignment: Chaotic Neutral
  • Advancement: 81+ HD (Collosal)
  • Level Adjustment: -

"Abner…that purple hill over there ain't a hill…think we should be runnin' now…"

Professor Baketaten had always thought bigger was better her whole life. So it was inevitable when given a chance to create an evil minion she would go for a giant. A purple giant. A purple giant with a liiiittle teeeny brain. The Fuschia Hulk is the only known example of it's kind, and the world should thank the gods for it. He's not particularly bright, and seems to understand common, but has never spoken or made any real attempt at communication. he was eventually turned loose in the wild because the professors realized he would be dangerous to keep, but couldn't bring themselves to put the big lug down. The Fuschia Hulk is a chubby purplish Hulk standing roughly 100' tall.

Eyebeam: Once every 1d4 rounds the Fuschia Hulk may unleash an Eyebeam that is a ranged touch attack doing 20d6 fire damage. Range is 500'.

Trample: DC 70 Reflex Save for half damage.

Frightful Presence (Ex): Whenever the Fuschia Hulk attacks or charges all living beings within 150' must make a DC 60 Willpower Save (Save DC is Charisma Based), or be Frightened for 4d6 rounds if it has less Hit Dice (opponents with equal orr greater Hit Dice are Shaken instead). If the Save is successful the opponent is immune to the Fuschia Hilk's Frightful Presence ofr 24 hours.

Combat: The Fuschia Hulk rarely initiates combat, and seems lost in thought most of the time. Or maybe he's just a vegetable. Either way most opponents get the first shot in assuming they're stupid enough to assault him. After which they get blasted by his eyeray, and the stragglers get stepped on.

Lavender Hulk

  • Lavender Hulk
  • Large Aberration
  • Hit Dice: 8d8+24 (88 hp)
  • Initiative: +2
  • Speed: 20 ft. (5 squares), Fly 25 ft. (Clumsy)
  • Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
  • Base Attack/Grapple: +6/+19
  • Attack: Claw +10 melee (1d8+5)
  • Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +8 melee (2d8+2)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Paralytic Gaze
  • Special Qualities: Dark Vision 60', Blindsight 60'
  • Saves: Fort +8, Ref +4, Will +6
  • Abilities: Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 15
  • Skills: Listen +11, Spot +11
  • Feats: Flyby Attack, Hover, Multiattack
  • Environment: Warm Plains
  • Organization: Solitary, or Cluster (3-6)
  • Challenge Rating: 7
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: 9-12 HD (Large), 13-24 HD (Huge)
  • Level Adjustment: -

"Bert…is that a bee comin' towards us?"

"Gawd ah hope not Abner. Truly that is the ugliest bee Ah evah did see…"

Professor Huberta had always had a weird obsession with flying critters. Sp it was obvious what her choice of mutation for her minion would be. Unfortunately Hulks don't make great flyers. Even when they've had bee wings added to their frames. They came across as more amusing than horrifying. Until they got mad of course and started zapping people with their gaze. Lavender Hulks are pinkish purple Hulks with wings. They speak Terran.

Paralyzing Gaze (Su): Gaze, Hold Person, DC 16 Willpower Save negates, Save DC is Charisma Based.

Combat: Lavender Hulks prefer to use Flyby attacks, paralyzing opponents with their gaze before landing to rip into them.

Periwinkle Hulk

  • Periwinkle Hulk
  • Large Aberration
  • Hit Dice: 8d8+24 (88 hp)
  • Initiative: +2
  • Speed: 30 ft. (6 squares)
  • Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
  • Base Attack/Grapple: +6/+19
  • Attack: Claw +10 melee (1d8+5)
  • Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (2d8+2)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Hypnotic Gaze, Flower Addiction
  • Special Qualities: Dark Vision 60', Tremorsense 60'
  • Saves: Fort +10, Ref +4, Will +6
  • Abilities: Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 15
  • Skills: Listen +11, Spot +11
  • Feats: Endurance, Diehard, Great Fortitude
  • Environment: Warm Plains
  • Organization: Solitary, or Cluster (3-6)
  • Challenge Rating: 7
  • Treasure: Standard
  • Alignment: Usually Chaotic Neutral
  • Advancement: 9-12 HD (Large), 13-24 HD (Huge)
  • Level Adjustment: -

"ABNER!! Abner there's a giant critter eatin' mah flowers!"

"And?"

"And you need ta do yer husbinly dutees and go whack 'im!"

Professor Lamolle thought the idea of a contest of color coded evil minions was incredibly beneath him. In defiance he decided to create a colorless Hulk. And it worked of a sort. Their skin was colorless, making their organs and such visible. Until they ate. Then they absorbed the color of what they ate, possibly permanently if it stained. Unfortunately the new Hulks had some problems with myrtle flowers. Specifically they went completely nuts if they ate one, and it permanently dyes them a periwinkle color (hence their name). As the contest was held outside, the Hulks had ample access to myrtle flowers, and did a surprising 40 thousand gold in property damage before being brought under control. Periwinkle Hulks speak Terran.

Hypnotic Gaze (Su): Gaze, Mesmerizing Glare (see Spell Compendium), 30', DC 16 Willpower Save negates, Save DC is Charisma based.

Flower Addiction (Ex): If a Periwinkle Hulk eats a Myrtle flower it has to make a DC 20 Willpower Save 1d6 rounds later or it becomes subject to Frenzy. This is identical to the class ability listed on page 34 of the Complete Warrior except that the Periwinkle Hulks don't attack each other.

Combat: Tactics are pretty similar to regular Umber Hulks, unless there are Myrtle flowers nearby. If they've eaten any, just run. There's no talking to them then.

Sepia Hulk

  • Sepia Hulk
  • Large Aberration (Incorporeal)
  • Hit Dice: 10d8 (80 hp)
  • Initiative: +3
  • Speed: Fly 30 ft. (6 squares), Good
  • Armor Class: 20 (-1 Large, +3 Dex, +8 Deflection), touch 20, flat-footed 17
  • Base Attack/Grapple: +7/-
  • Attack: Claw +9 melee touch (energy drain)
  • Full Attack: 2 Claws +9 melee touch (energy drain) and 1 Bite +4 melee touch (energy drain)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Shadow Touch
  • Special Qualities: Dark Vision 60', Blindsight 60', Incorporeal Shadow
  • Saves: Fort +9, Ref +10, Will +4
  • Abilities: Str -, Dex 17, Con -, Int 7, Wis 13, Cha 16
  • Skills: Hide +16, Listen +6, Move Silently +16, Search +4, Spot +6
  • Feats: Great Fortitude
  • Environment: Any Cold
  • Organization: Solitary or Pack (3-6)
  • Challenge Rating: 10
  • Treasure: Standard
  • Alignment: Usually Neutral Evil
  • Advancement: 11-15 HD (Large), 16-30 HD (Huge)
  • Level Adjustment: -

"Abner…that shadow just moved…"

Professor Panagiotis also thought the Minion contest wasn't truly serious, and rebelled at the idea of making something so foolish as a color coded Hulk Minion. So he set about to make a colorless one as well, ending up with a Hulk that was completely black. But the energies he exposed it too made it a true monster. Not undead, it shared many of the characteristics of one. An incorporeal phantom creature that hungered for the living. And unfortunately for Panagiotis he was living, and available. The Sepia Hulks have never made any attempt to communicate or shown that they understood any attempt to communicate with them.

Shadow Touch (Su): By making a touch attack the Hulk can bestow 1 Negative level upon it's opponent if it fails a DC 17 Fortitude Save. the Hulk does not gain any temporary hit points from this as it is how it feeds. It must drain 1 energy level per week or die.

Incorporeal Shadow (Su): Sepia Hulks are Incorporeal, and have no Strength or Constitution score (despite not being Undead). They are immune to poison, sleep effects, disease, death effects, paralysis, stunning, critical hits, nonlethal damage, ability drain or damage, energy drain, fatigue, and exhaustion effects. It does not breathe or sleep. In total Darkness it is invisible as per the Greater Invisibility spell.

Skills: Sepia Hulks gain a +8 Racial Bonus to Hide and Move Silently Checks.

Combat: Sepia Hulks are an odd bunch. If they aren't hungry they're content to merely watch hidden from the shadows. Just to see what intruders are up to. But if they are hungry, then the go for draining energy levels immediately, and running once they have enough.

Grey Hulk

  • Grey Hulk
  • Large Aberration
  • Hit Dice: 8d8+32 (96 hp)
  • Initiative: +1
  • Speed: 30 ft. (6 squares)
  • Armor Class: 16 (-1 Large, +1 Dex, +6 natural), touch 10, flat-footed 15
  • Base Attack/Grapple: +6/+17
  • Attack: Claw +12 melee (1d8+7)
  • Full Attack: 2 Claws +12 melee (1d8+7) and 1 Bite +7 melee (2d8+3)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Powerful Charge (2d8+3d6+14)
  • Special Qualities: Dark Vision 60', Tremorsense 60', Damage Reduction 5/-, Wide Angle Vision
  • Saves: Fort +8, Ref +3, Will +6
  • Abilities: Str 25, Dex 13, Con 19, Int 11, Wis 11, Cha 13
  • Skills: Listen +11, Search +4, Spot +15
  • Feats: Greater Powerful Charge, Powerful Charge, Reckless Charge (See the Miniature's Handbook)
  • Environment: Warm Desert
  • Organization: Solitary, or Herd (5-10)
  • Challenge Rating: 7
  • Treasure: Standard
  • Alignment: Usually Neutral Evil
  • Advancement: 9-12 HD (Large), 13-24 HD (Huge)
  • Level Adjustment: -

"Where have I seen this thing before?"

Professor Lambis had been obsessed with Umber Hulks since he was a child and had toys modeled after them. But upon actually seeing his first Umber Hulk he was massively disappointed. They were gangly insectoid things as opposed to the hulking humanoid figures he remembered from his youth. The contest was his perfect chance to remake the Hulk to his vision. Now they are large humanoid figures with gray, elephant-like hide, and brown bony knobs on the chest and shoulders. It has large claws and teeth, and shows no signs of it's insectoid heritage. The Grey Hulks still speak Terran.

Powerful Charge (Ex): The Gray Hulk does 2d8+14 with a successful charge attack, plus the bonus damage from it's Feats.

Wide Angle Vision (Ex): The Gray hulk cannot be Flanked, and has a +4 Racial Bonus to Spot and Search checks.

Combat: Gray Hulks usually open with a charge, and then wail on their opponent. Given the opportunity they will charge again.

Green Hulk

Green Hulk
Large Aberration
Hit Dice: 12d8+94 (190, 238 Raging)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 Size, +9 natural), touch 9, flat-footed 18
Armor Class Raging: 16 (-2 Rage, -1 Size, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +8/+21 (+29 Raging)
Attack: Smash +16 melee (2d6+9)
Attack Raging: Smash +24 melee (2d6+17)
Full Attack: 2 Smashes +16 melee (2d6+9)
Full Attack Raging: 2 Smashes +24 melee (2d6+17)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rage, Powerful Build
Special Qualities: Dark Vision 60', Regeneration 5, Damage Reduction 3/-
Saves: Fort +13 (+17 Raging), Ref +4, Will +8 (+12 Raging)
Abilities: Str 28 (36 Raging), Dex 11, Con 24 (32 Raging), Int 8, Wis 11, Cha 15
Skills: Climb +13 (+21 Raging), Jump +13 (+21 Raging), Listen +4, Spot +3
Feats: Destructive Rage, Great Fortitude, Improved Toughness, Instantaneous Rage, Mad Foam Rager*
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Neutral
Advancement: 13-48 HD (Large)
Level Adjustment: —-

*See Complete Warrior and PHB2 for some Feats

"Hey Abner, how da you say Please Don't Kill Us in freaky mutant critter?"

Professor Arturo was a lazy slug. Always had been. Always would be. With no clue as to what to do for the contest he stole Professor Lambis' notes for transforming the Hulks by exposing them to planar energies. His first two experiments (Alpha and Beta) died. The third (Gamma) made a strange green, muscular Hulk with anger management issues. He promptly beat Arturo like a government mule and escaped. Arturo has made several more with the same results. He, of course, lost the contest. And a few brain cells from the multiple concussions. The Green Hulks appear to speak Common.

Powerful Build: Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

Rage: Identical to the Mighty Rage ability listed on Page 26 of the PHB. It may be used a number of times per day equal to the Hulks Hit Dice divided by 3.

Combat: Green Hulks tend to fight by going into rage, charging, and repeatedly bashing whatever made them angry with their fists until it no longer needs bashing.

Orange Hulk

  • Orange Hulk
  • Large Aberration (Cold)
  • Hit Dice: 8d8+32 (96 hp)
  • Initiative: +1
  • Speed: 20' ft. (4 squares)
  • Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
  • Base Attack/Grapple: +6/+16
  • Attack: Claw +11 melee (2d4+6)
  • Full Attack: 2 Claws +11 melee (2d4+6) and 1 Bite +6 melee (2d8+3)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Static Cling, Improved Grapple
  • Special Qualities: Dark Vision 60', Obscuring Hair
  • Saves: Fort +6, Ref +3, Will +6
  • Abilities: Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 15
  • Skills: Listen +3, Search +2, Spot +3, Survival +2
  • Feats: Ability Focus (Static Cling), Diehard, Endurance
  • Environment: Any Cold
  • Organization: Solitary or Group (3-6)
  • Challenge Rating: 7
  • Treasure: Standard
  • Alignment: Usually Neutral Evil
  • Advancement: 9-16 HD (Large), 17-43 HD (Huge)
  • Level Adjustment: -

"Burt…Burt there's a huge pile o' hair out in the snow moving towards the cabin.."

Following Professor Lambis' cue, Professor Zamfirescu wanted to be different. He also stole a copy of Lambis' notes. His Hulks are among the oddest of the bunch, appearing as huge mounds of orange hair. The wool on them is so thick making out their features is difficult at a distance. They appear to speak Sylvan, which is odd because no one at the school speaks Sylvan and they have no idea who they picked it up from.

Improved Grapple (Ex): If the Orange Hulk successfully hits with it's Claw Attack, it can make a Grapple Check as a Free Action without Provoking an Attack of Opportunity. If successful it does it's Claw damage +1d6 electricity damage (due to the constant movement necessitated by Grappling the Orange Hulk does +1d6 electricity damage with a successful Grapple Check).

Static Cling (Ex): The thick hair of the Orange Hulk builds up huge charges of static electricity as it moves. Any round that the Hulk moves and attacks it does +1d6 electricity damage with any attacks (+2d6 if it charges). As a Full Round Action the Hulk may shuffle it's feet back and forth to build up a massive charge. It's next hit does +4d6 electricity damage. Any time the Hulk successfully criticals with an electrified attack it's opponent must make a DC 18 Fortitude Save or be Stunned 1 round (Save DC is Charisma Based).

Obscuring Hair (Ex): Opponents of the Orange Hulk take a -4 Circumstance Penalty on all Critical Confirmation rolls as the thick hair on their bodies obscures them.

Combat: Orange Hulks charge into the fray, blasting their opponents with their electrical claw attack. After that they usually just Grapple or rip away.

Beholder Cyclops, Calxos

  • Beholder Cyclops, Calxos
  • Large Aberration
  • Hit Dice: 16d8+64 (192 hp)
  • Initiative: +6
  • Speed: 5 ft. (1 square), Fly 20 ft. (good)
  • Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed 22
  • Base Attack/Grapple: +12/+16
  • Attack: Bite +12 melee (1d6+1)
  • Full Attack: Bite +12 melee (1d6+1)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Eye of Stone
  • Special Qualities: Dark Vision 60 ft., Flight
  • Saves: Fort +11, Ref +7, Will +14
  • Abilities: Str 12, Dex 14, Con 18, Int 14, Wis 15, Cha 15
  • Skills: Concentration +6, Hide +15, Knowledge (Local) +23, Listen +21, Search +23, Spot +21, Survival +21
  • Feats: Ability Focus (Eye of Stone), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
  • Environment: Underdark
  • Organization: Solitary
  • Challenge Rating: 12
  • Treasure: None
  • Alignment: Chaotic Evil
  • Advancement: 17-30 HD (Huge)
  • Level Adjustment: —-

"WHY DOESN'T ANYONE EVER TALK TO ME?!?!?! WHY DO PEOPLE STOP MOVING?!??!?! DAMMIT!!"

Insane, but wealthy, Medusa Wizard Polymnia decided she needed a male suitor who "only had eyes for her". Unable to find one she made some. Specifically she made the Calxos Beholder Cyclops. and then had many strange, frightening, abominations of nature with them. It took the Beholders many decades to wear her and her servants down, but they did finally get her put down. There are still scattered Calxos about, as well as Half Medusa/Half Beholder children. Just…..ew. Calxos speak Beholder and Common.

Eye of Stone (Su): The Calxos' central Eye radiates a 150' Cone. Anything entering this Cone must make a DC 22 Willpower Save or be petrified as though by a Stone to Flesh spell.

Flight (Ex): A Calxos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: There are few things the Calxos' central eye can't deal with. The only time it's really vulnerable is when it's eating because it has to close it's eye to prevent it's food from becoming stone. This also means it usually has some sort of partner…

Beholder Cyclops, Eradicos

  • Beholder Cyclops, Eradicos
  • Large Aberration
  • Hit Dice: 16d8+64 (192 hp)
  • Initiative: +6
  • Speed: 5 ft. (1 square), Fly 20 ft. (good)
  • Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed 22
  • Base Attack/Grapple: +12/+16
  • Attack: Bite +12 melee (1d6+1)
  • Full Attack: Bite +12 melee (1d6+1)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Eye of Doom
  • Special Qualities: Dark Vision 60 ft., Flight
  • Saves: Fort +11, Ref +7, Will +14
  • Abilities: Str 12, Dex 14, Con 18, Int 14, Wis 15, Cha 15
  • Skills: Concentration +6, Hide +15, Knowledge (Local) +23, Listen +21, Search +23, Spot +21, Survival +21
  • Feats: Ability Focus (Eye of Stone), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
  • Environment: Underdark
  • Organization: Solitary
  • Challenge Rating: 12
  • Treasure: None
  • Alignment: Chaotic Evil
  • Advancement: 17-30 HD (Huge)
  • Level Adjustment: -

"You just disintegrated a Holy Relic. A HOLY RELIC!! DO YOU KNOW HOW MUCH IT COSTS FOR THOSE THINGS?!??!"

"Yeah. Gods pass em out for free. What the heck are you so peeved about?"

It was inevitable someone would try to make a beholder Cyclops with an empowered Disintegration eye. Everyone was surprised to see it come last though. Disfibulor the Mad was a Mage obsessed with the Spheres of Annihilation, and wanted something similar, but more tractable. Cue the Eradicos. Making them took a while because initial experiments kept spontaneously self disintegrating. Which doesn't make for great soldiers. Upon success his press conference was interrupted by the Beholder Nations :

"We the Beholder Nations will no longer tolerate this perversion of our peoples!! You are all going to die for this!!"

Podium and surrounding area disintegrates

"We the Beholder Nations have decided to stop giving a . Your on your own kids."

Disfibulor died of syphilis 3 days later. Presumably the Eradicos are still around. Eradicos speak Beholder and Common.

Eye of Doom (Su): Once every 1d4 rounds the Eradicos can unleash a 150 Line of energy from it's main eye. Anything within the Area of Effect must make a DC 22 Fortitude Save or be affected as if by a Disintegrate Spell.

Flight (Ex): An Eradicos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Eradicos will blast with their eye, retreat, and blast again when it is recharged. Few things can take that.

Beholder Cyclops, Stoners

  • Beholder Cyclops, Stoners
  • Medium Aberration
  • Hit Dice: 9d8+18 (90 hp)
  • Initiative: +6
  • Speed: 5 ft. (1 square), Fly 20 ft. (good)
  • Armor Class: 21 (+2 Dex, +9 Natural), touch 12, flat-footed 19
  • Base Attack/Grapple: +6/+6
  • Attack: Bite +8 melee (1d6 plus poison)
  • Full Attack: 1 Bite +8 melee (1d6 plus poison) and 6 Tentacles +3 melee (1d4 plus poison)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Petrifying Gaze, Poison
  • Special Qualities: Dark Vision 60 ft., Flight
  • Saves: Fort +5, Ref +5, Will +8
  • Abilities: Str 10, Dex 14, Con 15, Int 15, Wis 14, Cha 15
  • Skills: Bluff +8, Diplomacy +8, Hide +8, Intimidate +8, Knowledge (Local) +8, Listen +4, Move Silently +8, Search +8, Spot +10
  • Feats: Alertness, Fly-By Attack, Improved Initiative, Weapon Finesse
  • Environment: Underdark or Temperate Marsh
  • Organization: Solitary or Group (2-4)
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Usually Neutral Evil
  • Advancement: 10-18 HD (Large)
  • Level Adjustment: —-

"Man, I soooo have the munchies right now."

Polymnia had enough children with her Calxos soldiers that eventually they became a stable race. Not a widespread one to be sure, but enough to hold their own. Unaccepted by either the Medusa or Beholder races they did what all sentient beings do when rejected by their peers and society as a whole: they started growing pot. Despite their limited manipulation abilities they're surprisingly good at it, and make a decent living. Stoners resemble Beholders about half the normal size with scaly skin, and 6 tentacles with fanged mouths at the end. They speak Beholder and Common.

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The Save DC is Charisma Based.

Poison (Ex): Injury, Fortitude Save DC 16, initial and secondary damage 1d6 Strength. The Save DC is Constitution Based.

Flight (Ex): A Stoners body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Magic Resistant (Ex): Stoners have a +4 Racial Bonus against Spells, Spell Like Abilities, and Supernatural Abilities.

Combat: Stoners generally rely on their gaze to settle fights. If that doesn't work they'll try using Fly-By's to Bite opponents nd let the poison settle them. Or bribe them with weed.

Beholder Folk

  • Beholder Folk
  • Medium Aberration
  • Hit Dice: 9d8+18 (90 hp)
  • Initiative: +2
  • Speed: 30 ft. (6 squares)
  • Armor Class: 21 (+2 Dex, +9 Natural), touch 12, flat-footed 19
  • Base Attack/Grapple: +6/+6
  • Attack: 8 Eye Rays +8 Ranged and Bite +1 melee (1d4)
  • Full Attack: 8 Eye Rays +8 Ranged and Bite +1 melee (1d4)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Eye Rays
  • Special Qualities: Dark Vision 60 ft., All-Around Vision
  • Saves: Fort +5, Ref +5, Will +8
  • Abilities: Str 10, Dex 14, Con 15, Int 15, Wis 14, Cha 15
  • Skills: Bluff +9, Diplomacy +8, Hide +9, Knowledge (Local) +9, Listen +11, Search +13, Spot +15
  • Feats: Ability Focus (Eye Rays), Alertness, Point Blank Shot, Precise Shot
  • Environment: Urban
  • Organization: Solitary or Group (2-4)
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Usually Neutral Evil
  • Advancement: By Character Class
  • Level Adjustment: -

"Whut'll it be pal?"

The Stoners were not Polymnia's only hybrid children to branch off into a stable species. She also gave birth to what are referred to as the Beholder Folk (well, by everyone except the Beholders). They appear as scaly humanoids roughly 6 feet in height, with a round head that resembles a ball. It has a large fanged mouth and central eye, and appears to be topped by writhing tendrils that resemble hair. Mixed in with this "hair" are smaller eyestalks. The Beholder Folk are generally thought of as monsters, and so end up taking jobs that are traditionally frowned upon (lawyer, tax collector, executioner) or ones in which appearance is unimportant (bartender, rogues). They speak Beholder and Common.

Eye Rays (Su): Each of the Beholder Folk's 8 prehensile eyestalks can produce a ray once per round as a Free Action. It can only fire 4 in any 90 degree angle, and the others may fire in other arcs. Beholder Folk can bend their eyestalks to fire in any direction, in any combination. Each ray produces an effect similar to a spell (Caster Level 11th). Beholder Folk are incredibly mutable, so their eyestalks vary a lot. Pick any spell of 3rd level or less that specifically targets an individual for each eye's effect.

All-Around Vision (Ex): Beholder Folk gain a +4 Racial Bonus on Search and Spot checks, and can't be flanked.

Combat: Beholder Folk are fairly non-confrontational given their parentage. Usually they will flee and try to hide, but if cornered their Eye Rays can be devastating.

Beholder Mutates

  • Beholder, Mutate
  • Small Aberration
  • Hit Dice: 2d8+4 (20 hp)
  • Initiative: +3
  • Speed: 5 ft. (1 square), Fly 20 ft. (Good)
  • Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 14
  • Base Attack/Grapple: +1/-5
  • Attack: Eye Rays +4 Ranged Touch and 1 Bite -6 melee (1d4-2)
  • Full Attack: Eye Rays +4 Ranged Touch and 1 Bite -6 melee (1d4-2)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Eye Rays, Central Eye
  • Special Qualities: All-Around Vision, Dark Vision 60', Flight
  • Saves: Fort +2, Ref +3, Will +4
  • Abilities: Str 6, Dex 16, Con 14, Int 15, Wis 15, Cha 13
  • Skills: Hide +6, Knowledge (Arcana) +6, Listen +8, Search +6, Spot +8, Survival +4
  • Feats: Alertness
  • Environment: Any
  • Organization: Solitary, Pair, or Cluster (3-6)
  • Challenge Rating: 2
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: 3-4 HD (Small)
  • Level Adjustment: -
  • Beholder, Mutate
  • Medium Aberration
  • Hit Dice: 6d8+18 (66 hp)
  • Initiative: +6
  • Speed: 5 ft. (1 square), Fly 20 ft. (Good)
  • Armor Class: 19 (+2 Dex, +7 Natural), touch 12, flat-footed 17
  • Base Attack/Grapple: +4/+3
  • Attack: Eye Rays +6 Ranged Touch and 1 Bite -2 melee (1d6-1)
  • Full Attack: Eye Rays +6 Ranged Touch and 1 Bite -2 melee (1d6-1)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Eye Rays, Central Eye
  • Special Qualities: All-Around Vision, Dark Vision 60', Flight
  • Saves: Fort +5, Ref +4, Will +7
  • Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13
  • Skills: Hide +8, Knowledge (Arcana) +8, Listen +10, Search +8, Spot +10, Survival +8
  • Feats: Alertness, Improved Initiative
  • Environment: Any
  • Organization: Solitary, Pair, or Cluster (3-6)
  • Challenge Rating: 6
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: 7-12 HD (Medium)
  • Level Adjustment: -
  • Beholder, Mutate
  • Large Aberration
  • Hit Dice: 12d8+48 (144 hp)
  • Initiative: +6
  • Speed: 5 ft. (1 square), Fly 20 ft. (Good)
  • Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed 24
  • Base Attack/Grapple: +8/+12
  • Attack: Eye Rays +10 Ranged Touch and 1 Bite +3 melee (2d4)
  • Full Attack: Eye Rays +10 Ranged Touch and 1 Bite +3 melee (2d4)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Eye Rays, Central Eye
  • Special Qualities: All-Around Vision, Dark Vision 60', Flight
  • Saves: Fort +10, Ref +6, Will +12
  • Abilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15
  • Skills: Hide +10, Knowledge (Arcana) +18, Listen +16, Search +15, Spot +16, Survival +14
  • Feats: Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
  • Environment: Any
  • Organization: Solitary, Pair, or Cluster (3-6)
  • Challenge Rating: 13
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: 13-24 HD (Large)
  • Level Adjustment: -
  • Beholder, Mutate
  • Huge Aberration
  • Hit Dice: 24d8+120 (312 hp)
  • Initiative: +5
  • Speed: 5 ft. (1 square), Fly 20 ft. (Good)
  • Armor Class: 31 (-2 Size, +1 Dex, +22 Natural), touch 9, flat-footed 30
  • Base Attack/Grapple: +18/+28
  • Attack: Eye Rays +19 Ranged Touch and 1 Bite +15 melee (2d6+2)
  • Full Attack: Eye Rays +19 Ranged Touch and 1 Bite +15 melee (2d6+2)
  • Space/Reach: 15 ft./10 ft.
  • Special Attacks: Eye Rays, Central Eye
  • Special Qualities: All-Around Vision, Dark Vision 60', Flight
  • Saves: Fort +15, Ref +9, Will +19
  • Abilities: Str 14, Dex 12, Con 20, Int 17, Wis 17, Cha 18
  • Skills: Hide +17, Knowledge (Arcana) +30, Listen +29, Search +27, Spot +29, Survival +15
  • Feats: Ability Focus (Eye Rays), Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Narrowed Gaze, Pervasive Gaze (the last 2 Feats are from Savage Species) If it has the Antimagic Eye instead it has Point Blank Shot and Precise Shot
  • Environment: Any
  • Organization: Solitary, Pair, or Cluster (3-6)
  • Challenge Rating: 18
  • Treasure: Standard
  • Alignment: Usually Chaotic Evil
  • Advancement: 25-48 HD (Huge)
  • Level Adjustment: -

"Don't you judge me!"

Most of the time Beholders are pretty picky and eliminate any of their kind that don't look like themselves. Considering their mutativeness this means the off a lot of their kids for superficial differences. In the Jester's Realm though quite a few mutants got free and formed a small society of their own. They allow and encourage difference. They also don't get along with 'normal' Beholders so well. Beholder Mutates speak Beholder or Common.

Central Eye (Su): Each Beholder Mutate has a central Eye that is a Gaze Attack. Range is 30 feet regardless of size. Save DC to negate is 12 for Small, 14 for Medium, 18 for Large, and 26 for Large (Save DC is Charisma Based). This can duplicate most spell effects of 6th level or less. Optionally it may have the standard Beholder Antimagic eye.

Eye Rays (Su): Each of a Beholders eyestalks can produce a magical ray once per round as a Free Action. Each rays effects resemble a spell, but follow the rules for a ray (see Aiming a Spell, PHB page 175). A Small Beholder has 3 eyestalks, a Medium has 6, a Large has 10, and a Huge one has 15. Caster level is equal to (Hit Dice plus 2). The amount of rays a Beholder can focus in any 90 degree arc varies with size: 2 for Small or Medium, 3 for Large, or 4 for Huge. The effects of the Rays themselves vary wildly. A Small Beholder has eye rays equivalent to two 1st level and one 2nd level spells. A Medium Beholder has eye rays equivalent to one 1st level spell, three 2nd level spells, and one 3rd level spell. A Large Beholder has eye rays equivalent to two 1st level, one 2nd level, one 3rd level, two 4th level, one 5th level, two 6th level, and one 7th level spell. A Huge Beholder has eye rays equivalent to four 1st level, two 2nd level, two 3rd level, two 4th level, two 5th level, two 6th level, and one 7th level spells. These spells must be ones that specifically target an individual.

All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

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.

Combat: Surprisingly similar to most Beholders, depending on what exact abilities their eye rays give them.