The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/11851.aspx

Idosklepas the Wicked Eye

by Cam Banks


Male Beholder
Strength10 Fortitude+4 Armor Class20
Dexterity10 Reflex+3 Flat-footed AC20
Constitution12 Will+11 Touch AC9
Intelligence17 AlignmentLE Base Attack+7
Wisdom15 Speed5' fly 20' Melee Attack+7
Charisma15 Initiative+4 Ranged Attack+7
Hit Points88 SizeLarge

Attacks: +7 ranged touch (varies, eye rays), +2 melee (2d4 bite)

Appearance

When he was still human, Idosklepas was overweight, balding, and shrouded in his black robes. Upon his transformation into the creature he is now all that truly remained is a caricature of his head with ten eyestalks springing from his skull, an enormous and distended mouth, and a single baleful eye in the middle of his so-called face. He lacks a body, instead floating in place like a swollen eyeball.

Personality

Idosklepas was once something of a glutton. He has since redirected his appetite for food and luxuries towards darker ends. He delights in inflicting mental as well as physical suffering on those who he feels has wronged him, which include any members of organizations such as the Knights of Solamnia, the Wizards of High Sorcery, or the Holy Orders of the Stars. He also spends a great deal of time hunting for magical cures for his predicament, or items which he can use to reclaim some of his lost magical power.

Special

Eye Rays (Su): Each of Idosklepas' ten small eyes can produce a magical ray once a round, even when he is attacking physically or moving at full speed. Idosklepas can easily aim all of his eyes upward, but his own body tends to get in the way when he tries to aim the rays in other directions. During a round, Idosklepas can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. Idosklepas can tilt and pan his body each round to change which rays he can bring to bear in an arc. Each eye's effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 18.

Charm Person: The target must succeed at a Will save or be affected as though by the spell. Idosklepas uses this ray to confuse the opposition, usually employing it early in a fight. Idosklepas generally instructs a charmed target to either restrain a comrade or stand aside.

Charm Monster: The target must succeed at a Will save or be affected as though by the spell. Idosklepas uses this ray in the same manner as the charm person ray.

Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Idosklepas likes to use this ray against warriors and other physically powerful creatures. He knows his foes can quickly awaken the sleepers, but he also knows that doing so takes time and can delay an effective counterattack.

Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Idosklepas likes to aim this ray at enemy spellcasters.

Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. Idosklepas likes to use this ray on any foe he considers a real threat.

Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Idosklepas likes to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.

Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist. Idosklepas often uses this ray against the same creature targeted by his disintegrate, flesh to stone, or finger of death rays. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.

Inflict Moderate Wounds: This works just like the spell, causing 2d8+10 points of damage (Will half).

Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Idosklepas uses this ray to eliminate dangerous foes quickly.

Telekinesis: Idosklepas can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

All-Around Vision (Ex): Idosklepas is exceptionally alert and circumspect. His many eyes give him a +4 racial bonus to Spot and Search checks, and he can't be flanked.

Antimagic Cone (Su): Idosklepas' central eye continually produces a 150-foot antimagic cone extending straight ahead from in front of him. This functions just like antimagic field cast by a 13th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed-even Idosklepas' own eye rays. Once each round, during its turn, Idosklepas decides which way he will face, and whether the antimagic cone is active or not (he deactivates the cone by shutting his central eye). Note that Idosklepas can bite only creatures in front of him.

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

Skills

Hide +7, Knowledge (arcana) +10, Listen +10, Search +18, Spot +18, Use Magic Device +10

Feats

Alertness, Flyby Attack, Improved Initiative, Iron Will, Shot on the Run

Background

Idosklepas was a Black Robed Wizard active during the later days of the Reign of Istar. A student of Fistandantilus, his lack of etiquette and distasteful manner made him unpopular with his brothers and sisters in the Orders. When finally given the opportunity, Fistandantilus made an example of Idosklepas, subjecting him to a number of abhorrent experiments. Idosklepas' sanity was ruined, his body beset with magical trauma, and he may have died altogether had the Cataclysm not struck and wiped out Istar.

Idosklepas survived the Cataclysm by sheer luck (his prison cell was protected by magical wards) and eventually escaped. His transformation took years, although it also extended his natural lifespan. By the time of the War of the Lance, Idosklepas' physical form had become that of a beholder, and the magic had been locked away in the back of his mind, escaping only in the form of rays from his eyestalks.

Idosklepas now moves from ruin to ruin along the Blood Sea and in lands such as Khur, Balifor and even as far north as Nordmaar. He delights in putting others through the pain he himself once felt, especially wizards and clerics.

In Your Campaign:

Idosklepas is a good example of how to incorporate some non-standard D&D monsters into Dragonlance. You could use him as a primary antagonist in a campaign in Eastern Ansalon, or have him surface as a brief threat in the lives of any player wizards and clerics. Perhaps Idosklepas has survived the Chaos War and the early 5th Age with his magic intact, or perhaps he too is losing his magic in the early days of the War of Souls and needs adventurers to recover magic items for him. Whatever the case, he is not a trustworthy individual, driven often to the brink of madness from his experiences.

Challenge Rating: 13

Additional Information

"Beholder" is copyright © Wizards of the Coast, 2003.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.