Beholderkin Director (CR 8)

Large Aberration
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: all-around vision, darkvision 60 ft., Listen +14, and Spot +18
Languages: Beholder and Common

AC: 24 (-1 size, +1 Dex, +10 natural, +4 deflection), touch 14, flat-footed 23
Hit Dice: 8d8+24 (60 hp)
Fort +5, Ref +7, Will +7
Speed: 5 ft., fly 20 ft. (good)
Space: 10 ft./5 ft.
Base Attack +6; Grapple +11
Attack: Eye rays +6 ranged touch and tentacle +6 melee
Full Attack: Eye rays +6 ranged touch and 3 tentacles +6 melee and bite +4 melee
Damage: tentacles 1d6, bite 1d8
Special Attacks/Actions: Eye rays
Abilities: Str 12, Dex 12, Con 16, Int 15, Wis 12, Cha 19
Special Qualities: deflection, flight, SR resistance 16, verminbond
Feats: Alertness; Mounted Archery; Mounted Combat; Multiattack
Skills: Handle Animal +23*, Listen +14, Ride +22, Search +6, and Spot +18
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Climate/Terrain: Cold hills
Organization: Solitary, pair, or cluster (3-6) plus an equal number of assorted vermin
Treasure/Possessions: Standard

Source: Lords of Madness

Eye Rays (Su): During a single round, a director can aim only two eye rays at targets in any one 90 degree arc (up, forward, backward, left, right, or down). A beholderkin of any kind can tilt and pan its body each round to change which rays it can bring to bear in any given arc. Each eye's effect follows the rules for a ray. A director's eye rays have a range of 120 feet and a save DC of 18 (caster level 8th). The save DCs are Charisma-based. The six eye rays include:

Flight (Ex): A director's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Verminbond (Su): As a frill-round action, a director can attempt to dominate a creature of the vermin type that it hits with a melee touch attack. The touched vermin can make a DC 18 Will save to negate this effect. This save DC is Charisma-based. Normally, vermin are immune to mind-affecting spells and abilities, but the director's verminbond ability overcomes this immunity.

This effect is permanent, as long as the director remains in physical contact with the vermin. Typically, a director uses the vermin as a mount, using its tentacles to grip the vermin just behind the head. Monstrous centipedes and scorpions are favorite choices, but the director can control any vermin with this ability.

While the verminbond is in effect, the director can control the vermin's actions by making successful Ride checks; bonded vermin count as warhorses for the purpose of directing their actions in combat.

As long as this effect remains, the bonded vermin gains the benefits of the director's deflection ability. More important, both director and mount take half damage from all wounds and attacks that deal hit point damage. The amount of damage nor taken by one creature is taken by the other.

Skills: Directors gain a +8 racial bonus on all Handle Animal and Ride checks.

All-Around Vision (Ex): Beholderkin are exceptionally alert and circumspect. Their many eyes give them a +4 on Search and Spot checks, and they can't be flanked.

Although a director has several potent eye rays, it can also inflict terrible wounds with its bite and tentacles. Most directors avoid combat unless they have a bonded mount. When bonded with a vermin, they control their mount and use their eye rays to deadly effect.