• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 2E has anyone converted the Observer (beholderkin) from Planescape 2e?


log in or register to remove this ad


Gish Makai

First Post
BOZ said:
PSMC2 if i'm not mistaken
Then you mean this one....

Beholder-kin, Observer
Large Aberration

HD: 8d8+8 {44 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 10 ft (perfect)
AC: 22 (-1 Size, +2 Dex, +11 Natural Armor)
Attacks: 3 Bite +5 (melee)
Damage: Bite 1d8
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Improved Grab, Blood Drain, Psionics, Eye Rays
Special Qualities: All-around vision, Levitate, Psionics, SR 16, True Seeing
Saves: Fort +3, Ref +4, Will +10
Abilities: Str 10, Dex 14, Con 12, Int 18, Wis 15, Cha 15
Skills: Gather Information +13, Listen +13, Move Silently +11, Search +17, Spot +14
Feats: Dodge, Improved Initiative, Iron Will, Point Blank Shot, Flyby Attack

Climate/Terrain: Acheron, Mechanus, Outlands
Organization: Solitary
CR: 12
Treasure: Double Standard
Alignment: Lawful Neutral (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

An observer has a spherical body about 6 to 7 feet in diameter, covered with a tough, chitinous shell. The shell's a mottled purple and pinkish color, and can be 2 to 3 inches think in some places. Unlike beholders, observers have three mouths spaced evenly around their lower hemisphere, and three main eyes spaced evenly around their equator. Six minor eyes on stalks ring their dorsal surfaces.

COMBAT
The observer attacks only if attacked. It then flies by and strikes with its three mouths which house stalks that can reach up to 5 feet from the main body.

Improved Grab (Ex): To use this ability, the observer must hit with one mouth stalk with a roll of 4 or greater than the number needed to hit. It then fastens to its target.

Blood Drain (Ex): An observer who fastens itself to an opponent can drain blood at a rate of 2 temporary points of Constitution damage per round. The victim can make an opposed Strength check to break free.

Gaze (Su): Although the observer’s attacks are formidable, they pale in comparison to its magical abilities. Each of the creature's main eyes projects a powerful ray of telekinetic force that can have one of three effects. The range for the main eyes is 300 feet.
Bigby's forceful hand: This can drive back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures weighing in at 500 to 1000 pounds cannot advance closer while the gaze remains on them. Creatures over 1000 pounds can advance at a rate of 10 feet per round.
Telekinetic Blow: This blow inflicts damage equal to 1d12 + the victims AC in damage.
Deflect Missiles: The last power of this ray can deflect all physical missiles fires at the creature from the 120-degree arc in from of the eye.

Eye Rays (Su): Each of the six small eyes can produce a magical ray once per round, even when the observer is attacking physically or moving at full speed. Each eye's effect resembles a spell cast by a 12th level sorcerer but follows the rules for ray (see Aiming a Spell, page 148 in the Player's Handbook). All rays have a DC of 17.
Dominate: This ray has a range of 90 feet. It functions the same as the spell.
Enervation: This ray has a range of 90 feet. It functions the same as the spell.
Fear: This ray has a range of 120 feet. It functions the same as the spell.
Finger of Death: This ray has a range of 90 feet. It functions the same as the spell.
Magic Missile: This eye can shoot 3 missiles at a range of 120 feet.
Otiluke's Freezing Sphere: This ray inflicts 8d6+16 points of cold damage.

Psionics (Sp): At will - telekinesis, inertial barrier, body control, chameleon, inflict pain (double strength), dominate, contact, detect thoughts, and invisibility. These powers are as if manifested by a 10th level psion.
Attack/Defense Modes (Su): all/all

Levitate (Sp): Observers stay in the air by an innate means of levitation.

All-around Vision (Ex): Observers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked.

True Seeing (Sp): The powerful eyes of the observers are the equivalent of a true seeing spell to a range of 300 feet, except that the observer cannot determine alignment.
 
Last edited:




Devon

First Post
Otiluke's Freezing Sphere: This ray inflicts 8d4+16 points of cold damage.

Hi, Gish,

Just fyi, the damage listed for Otiluke's Freezing Sphere changed to 1d6 per level in 3e.

- Devon
 

Devon

First Post
the Observor as an Outsider

Gish, I've converted your original Observor from an Aberration to an Outsider (more as an exercise than anythign else), taking the opoportunity to reword a few abilities so that they more closely match the precedents in the SRD (using the Beholder's 'flight' ability instead of 'levitate', replacing 'improved grab' with the 'attach' ability found in Stirges and Dire Weasels).

Being an outsider means it has more skill points, better saves, but loses two feats.

Thank you again for your help

- Devon

Observer, Beholder-kin (Large Outsider )
HD: 8d8+8 (44 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 20 ft (perfect)
AC: 22 (-1 Size, +2 Dex, +11 Natural Armor)
Attacks: 3 Bites +7 melee
Damage: Bite 1d8
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Attach, blood drain, psionics, eye rays
Special Qualities: All-around vision, fly, psionics, SR 16, true seeing
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 10, Dex 14, Con 12, Int 18, Wis 15, Cha 15
Skills: (96)
Gather Information +13, Listen +13, Hide +13, Move Silently +13, Search +19, Spot +19, KS: Arcana +15, KS: Planes +15, Sense Motive +12
Feats: Improved Initiative, Iron Will, Flyby Attack
Climate/Terrain: Acheron, Mechanus, Outlands
Organization: Solitary
CR: 12
Treasure: Double Standard
Alignment: Lawful Neutral (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

An observer has a spherical body about 6 to 7 feet in diameter, covered with a tough, chitinous shell. The shell is a mottled purple and pinkish color, and can be 2 to 3 inches think in some places. Unlike beholders, observers have three mouths spaced evenly around their lower hemisphere, and three main eyes spaced evenly around their equator. Six minor eyes on stalks ring their dorsal surfaces.

COMBAT
The observer attacks only if attacked. It then flies by and strikes with its three mouths which house stalks that can reach up to 5 feet from the main body.

Attach (Ex): An observor that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached observor loses its Dex bonus to AC and thus has an AC of 20.

Blood Drain (Ex): An observer who fastens itself to an opponent can drain blood at a rate of 2 temporary points of Constitution damage per round. The victim can make an opposed Strength check to break free.

Gaze (Su): Although the observer's attacks are formidable, they pale in comparison to its magical abilities. Each of the creature's main eyes projects a powerful ray of telekinetic force that can have one of three effects. The range for the main eyes is 300 feet.
· Bigby's forceful hand: This can drive back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures weighing in at 500 to 1000 pounds cannot advance closer while the gaze remains on them. Creatures over 1000 pounds can advance at a rate of 10 feet per round.
· Telekinetic Blow: This blow inflicts damage equal to 1d12 + the victims AC in damage.
· Deflect Missiles: The last power of this ray can deflect all physical missiles fires at the creature from the 120-degree arc in from of the eye.

Eye Rays (Su): Each of the six small eyes can produce a magical ray once per round, even when the observer is attacking physically or moving at full speed. Each eye's effect resembles a spell cast by a 12th level sorcerer but follows the rules for ray (see Aiming a Spell, page 148 in the Player's Handbook). All rays have a DC of 17.
· Dominate: This ray has a range of 90 feet. It functions the same as the spell.
· Enervation: This ray has a range of 90 feet. It functions the same as the spell.
· Fear: This ray has a range of 120 feet. It functions the same as the spell.
· Finger of Death: This ray has a range of 90 feet. It functions the same as the spell.
· Magic Missile: This eye can shoot 3 missiles at a range of 120 feet.
· Otiluke's Freezing Sphere: This ray inflicts 8d6 points of cold damage.

Psionics (Sp): At will - telekinesis, inertial barrier, body control, chameleon, inflict pain (double strength), dominate, contact, detect thoughts, and invisibility. These powers are as if manifested by a 10th level psion.

Attack/Defense Modes (Su): all/all

Flight (Ex): An observor's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

All-around Vision (Ex): Observers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked.

True Seeing (Sp): The powerful eyes of the observers are the equivalent of a true seeing spell to a range of 300 feet, except that the observer cannot determine alignment
 

Gish Makai

First Post
The text of the original Observer says it Levitates with an innate power. I based this on the Levitate ability in MoF pg. 66.

The freezing sphere you are correct on...I will fix that.

As an Outsider it works, but it works both ways and I tried to keep it in respect with the rest of the beholder-kin.

Either way it's a deadly foe.
 

Devon

First Post
a question about body control

I forgot what the AD&D 2e psionic power 'Body Control' used to do.

Has it been replaced in 3e by body adjustment (adjust stats/hit point damage/whatever) or body equilibrium (walking on any surface, IIRC)? I don't have either PsHB with me, and the SRD version of the 3e PsHB has no actual power descriptions.

- Devon
 

Remove ads

Top