Remove these ads. Join the Worldbuilders Guild
Eye of Frost - CR: 15
SpeciesBeholder
SubspeciesBeholder
SizeLarge
TypeAberration
Hit Dice15d10+60 (210hp)
Speed0ft, fly 30ft (hover)
AbilitiesStr 10, Dex 14, Con 18, Int 12, Wis 13, Cha 15
Special QualitiesAll-around vision, Cold immunity, dark- vision 60 ft., flight
EnvironmentAny
OrganizationSolitary
TreasureStandard
AlignmentNeutral Evil
Skills
Hide +12, Listen +27, Search +30, Spot +31, Survival +2 (+13 following tracks), and knowledge (arcana) +17
Feats
Alertness; Flyby Attack; Great Fortitude; Improved Initiative; Iron Will
Combat
Initiative+6
Armor Class (AC)27 (-1 size, +2 Dex, +16 natural), touch 11, flat-footed 25
Base Attack+8/+12
AttackEye rays +9 ranged touch and bite +7 melee
Full AttackEye rays +9 ranged touch and bite +7 melee (1d4)
Space/Reach10 ft./10 ft.
Special AttacksEye rays
SavesFort +4, Ref +11, Will +17
Description
Central Eye (Su):
An eye of frost’s central eye continually produces a 40-foot cone that makes targets therein vulnerable to cold. All creatures within this cone take 50% additional damage from cold-based attacks and have any resistances or immunities nullified. Additionally, any time a creature affected by this ability is dealt damage by a cold-based attack, that creature suffers 2d4 points of additional cold damage. Eyes of frost as well as creatures possessing the Cold subtype are immune to the effects of this ability.

Eye Rays (Su):
Unlike true beholders, an eye of frost only possesses three different eye rays to employ against its enemies. Each ray has a range of 100 feet and a save DC of 22 (the save DC is Charisma-based). Every round on its turn, the eye of frost employs all three of its rays; no creature may be the target of more than two rays.

Fear Ray:
This ray subjects a target to his worst fears, functioning identically to a fear spell.

Cold Ray:
This ray bathes a target in incredible cold dealing 5d6 points of cold damage. The target of this ray must also succeed on a
reflex save or catch fire suffering 2d6 points of cold damage per round until extinguished

Telekinesis Ray:
An eye of frost can move objects or creatures that weigh up to 250 pounds as though with a telekinesis spell. Creatures can resist the effect with a successful will save.

Frost Burst (Su):
When reduced to 1/2 its maximum health, and when slain, the eye of frost looses a magnificent burst of frost. All creatures within 60 feet suffer 10d6 points of cold damage unless they succeed on a reflex save (DC 22) which reduces damage by half. The save DC is Charisma-based.

Flight (Ex):
All beholders possess the natural ability to hover along at a moderate speed with good maneuverability.

Cryomastery (Su):
Eyes of Frost are masters of cold. At will as a free action (but only once per round) an eye of frost may employ pyrotechnics as cold damage (as the spell; CL 10, save DC 17 (12 + Cha modifier)). Additionally, if it has line of sight to its target, an eye of frost can focus its gaze (a move action) on a creature that is suffering from cold damage, doing so increases the damage the cold creature takes from the cold by 3d6 for 1 round

Created by

GeneralOvertime.

Statblock Type

Monster

Link/Embed