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Doomsphere - CR: 15
SpeciesUndead
SubspeciesIncorporeal
SizeLarge
TypeUndead
Hit Dice1d10+1 (11hp)
Speed60ft Fly
AbilitiesStr 0, Dex 14, Con 18, Int 15, Wis 15, Cha 20
Special QualitiesAll-around vision, antimagic cone, dark- vision 60 ft., flight, Immune to all physical damage
AlignmentLawful Evil
Skills
Hide +12, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks), and knowledge (arcana) +17
Feats
Alertness; Flyby Attack; Great Fortitude; Improved Initiative; Iron Will
Combat
Initiative+6 (+2 Dex, +4 Improved Initiative)
Armor Class (AC)26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack+8
AttackEye rays +9 ranged touch and bite +7 melee
Full AttackEye rays +9 ranged touch and bite +7 melee
Space/Reach10 ft./5 ft.
Special AttacksEye rays
SavesFort +19, Ref +0, Will +15
Description
These undead beholders are the objects of terror and awe, particularly among certain primitive tribes who worship them as deities. Their ghostly abilities include a corrupting touch bite attack and immunity to cold and electricity attacks. Some of their dreaded eyes retain their normal abilities: the central eye's antimagic cone, and the two eyestalk powers of fear and slow. Their other eight eyestalks have the powers described below. As with the beholder, each eyes effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray (see Aiming a Spell. All rays have a range of 150 feet. Save DCs, where applicable, are 20 (assuming a ghost with 11 Hit Dice and 19 Charisma).

Chill Ray (Su): As described above.

Withering (Su): As described above.

Hold Monster (Sp): The target must succeed at a Will save (DC 20) or be affected as though by the spell.

Enervation (Sp): The target must succeed at a Fortitude save DC 20) or be affected as though by the spell.

Animate Dead (Sp): This works just like the spell, except that the doomsphere uses the ray rather than a physical touch.

Boneshatter (Ex): This attack breaks the bones or shell of a creature, dealing damage and reducing speed by half. The target must attempt a Fortitude save (DC 20): Success means he takes 2d6 damage; failure means he takes 3d6 damage on the first round and an additional 1d8 points of damage on the next round, as the broken bones deal their own internal damage. Incorporeal, gaseous, or invertebrate (including plants, oozes, elementals, worms, and mollusks without shells, such as squid or octopus) creatures are not affected.

Flesh Sear (Ex): The target's flesh is magically seared away from the bone, dealing damage as a Melf's acid arrow spell (2d4 points of damage per round for 5 rounds).

Unholy Blight (Sp): The target is affected as though by the spell. Good characters take 5d8 points of damage and are sickened for 1d4 rounds; neutral characters take half damage and are not sickened. A successful Fortitude save (DC 20) reduces the damage by half and negates the sickening effect.

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