No matter what you call them, Beholders are vile servants of the coastal wizards.
But worry not. They have monstrous cousins that can be used to populate (monsterate?) your dungeons. Less common and less popular, perhaps, but not less worthy.
Mumblers
Also called: Omniphagists, Gabblegob, Chew-Orbs
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| Art by Felipe Faria |
This spherical monster levitates through gaseous sacs in its body. Its central cavity is a gnawing mouth of yellow teeth which leads into an extradimensional space (similar to a bag of holding). Eight tentacle protuberances each end in smaller mouths. All of the mouths can speak: each voice is lustrous and rich. The central mouth is always the voice of authority, but any mouth may offer suggestions, warning, quips, witticisms, or retorts. As it floats through dungeon corridors, you can almost always hear the mouth-stalks talking to itself; it never provokes surprise.
The mumbler's chief pleasure is in taste. It wants strange delicacies, obscure drinks, unusual taste combinations, or varieties of mouthfeel and texture. In a pinch, "raw flesh" (especially that of humans) is always welcome.
AC 2 [17], HD 13 (58hp), Att 1 x bite (2d8) and magic mouths, THAC0 10 [+9], MV 90′ (30′), SV D4 W5 P6 B5 S8, ML 12, AL Chaotic
Swallow whole: An attack roll of 19 or 20 on a bite attack indicates a human-sized (or smaller) victim is swallowed. Swallowed creatures are banished to an airless extradimensional space and suffer 1d6 damage per round (until the mumbler is destroyed).
Magic mouths: Each mouth-stalk has an AC of 5 [14]. A mouth-stalk can withstand 6 points of damage before it is severed. This damage is not applied to the main hit point total of the mumbler itself.
The more mouth-stalks that exist, the better spells the mumbler can cast: see table below. Each spell can be used three times per day.
1 mouth-stalk: charm person
2 mouth-stalks: sleep
3 mouth-stalks: phantasmal force
4 mouth-stalks: dispel magic
5 mouth-stalks: lightning bolt, protection from normal missiles,
6 mouth-stalks: confusion, hallucinatory terrain
7 mouth-stalks: charm monster, feeblemind
8 mouth-stalks: cloud kill
Hearkeners
Also known as: Audio Enslavers, Omniaudient, the Listening Ones, Earbs
A giant, distinctly human ear attached to a hairy orb that moves through levitation. The long hairs covering its spherical body and growing within the ear cavity are prehensile. It has no other visible organs. It communicates through telepathy within 1000'--it sounds like it's whispering directly into your ear.
The hearing of a hearkener is obviously incredibly sensitive. It can perceive, with almost total clarity, anything that is happening on its own dungeon level. It also has excellent control over its audial processing; it is never disturbed by loud sounds. A hearkener, while not a huge threat in combat, can coordinate the defenses of monsters throughout a dungeon incredibly effectively.
Music is the heartkener's main motivation. It despises the clumsy sounds of human and demi-human peoples. It tolerates extraplanar music, and enjoys angelic music (although angels loathe hearkeners). There is a sub-genre of efreet music that is like a narcotic to them. In a pinch, the wailing of the enslaved will suffice.
AC 1 [18], HD 5 (22 hp), Att 3 × grasping hairs (1d8) or cone of vertigo, THAC0 15 [+4], MV 90′ (30′), SV D12 W13 P14 B15 S16, ML 12, AL Chaotic
All-hearing: A hearkerner is immune to surprise.
Blind: Hearkeners are blind, but use their hearing to perceive the world. A silence spell blinds them.
Cone of vertigo: 3/day: 30 ft. long x 30 ft. wide cone, must save vs. paralysis or suffer vertigo. While under effects of vertigo, suffer -4 to hit and -2 AC. In addition, each time the victim moves, they roll a 1d12, treating results as a clock hand, and move in that direction. Victims of vertigo can reroll this save at the end of each turn to remove the effects.
ESP: The hearkener benefits from ESP at will, as it can hear even the thoughts of those within 1000'.
Spell immunity: Unaffected by charm and sleep spells.
Ventriloquism: At will. Can make an audial illusion seeming to originate from anywhere within range 1000 ft.
Snuffler
Also known as: Sternutacion, Sphere of Many Smellers
Snufflers look like giant, spherical dog noses with tiny black beady eyes and wide mouths. They float using a gaseous sac a few inches above the ground. Sensitive hair-like antennae cover their orb-like bodies.
A snuffler's world is that of smells. They perceive olfactory subtleties that paint vivid pictures of the present and the past. They tend to lead packs of weaker monsters (kobolds and goblinoids, mostly) to through secret doors towards hidden treasure caches, which they horde. Fortunately for civilization, they tend to be plagued with perpetual hay fever. They sneeze, wheeze, and sniff constantly. These humorous fluids have alchemical effects.
AC 2 [17], HD 11 (49 hp), Att 1x bite (1d8), 2 x acid snot (1d6) or alchemical snot, THAC0 11 [+8], MV 90 (30), SV D6 W7 P8 B8 S10, ML 10, AL Chaotic
Acid snot: Two globs of acid snorted within 30'. On a hit, acid deals 1d6 damage each round until the snot is washed off.
Alchemical snot: Snufflers can extrude or benefit from the following potions 2x/day.
- Control Animal
- Control Dragon
- Control Giant
- Delusion
- Gaseous Form
- Healing
- Poison
- Treasure Finding
All-smelling: A snuffler can perfectly perceive hidden and invisible creatures.
Immunities: Unharmed by gas and poison.
Magic resistance: +2 to all saving throws versus magic effects.
Graspers
Also known as: Crawling Hands, Severed Hecatoncheires
A floating spherical orb with a single eye and wide mouth. Protruding from the sphere are five giant human-like fingers, giving the appearance of a hand with a round palm. Although the orb naturally levitates, graspers walk on their fingers like Cousin It. Graspers can walk on walls and ceilings.
Although less magically inclined then some of its cousins, graspers are as strong as giants and as fast as a horse.
AC 3 [16], HD 9 (40 hp), Att 3x flick (1d10) or grab (3d6), THAC0 12 [+7], MV 240’ (80’), SV D 8 W 9 P10 B10 S12, ML 10, AL Chaotic
Grab: A grabbed creature suffers 3d6 damage per round; a successful save vs. paralysis allows escape on subsequent rounds.