Statistics
Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 21
Base Attack: +7 CMB: +13 CMD: +35 (cannot be tripped)
Feats: Arcane Strike, Extend Spell, Combat Reflexes, Eschew MaterialsB, Improved Initiative, Power Attack
Skills: Fly +15, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (planes) +16, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +12, Use Magic Device +16
Languages: Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy (100 feet)
SQ: Brain Collection (Ex): A Beholder can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a Beholder a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks. A Beholder can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A Beholder that has fewer than seven brains gains one negative level for each missing brain. These negative levels can never become permanent, but they can only be removed by replacing one of its collected brains. The stats presented here assume a monster with an empty collection. Poison (Ex): Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Strength damage and staggered; cure 2 consecutive saves. The save DC is Constitution-based. Spells: A Beholder casts spells as a 7th-level sorcerer. For each negative level it takes from missing brains, its caster level is reduced by 1. A Beholder with no collected brains cannot cast any of its spells. Strange Knowledge (Ex): All Knowledge skills are class skills for The Beholder. Naturally Buoyant (Ex): No matter its mode of flight, a Beholder is naturally buoyant and acts as though it is under a constant feather fall effect.