Beholder, Mutate
Small Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +3
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-5
Attack: Eye Rays +4 Ranged Touch and 1 Bite -6 melee (1d4-2)
Full Attack: Eye Rays +4 Ranged Touch and 1 Bite -6 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 6, Dex 16, Con 14, Int 15, Wis 15, Cha 13
Skills: Hide +6, Knowledge (Arcana) +6, Listen +8, Search +6, Spot +8, Survival +4
Feats: Alertness
Environment: Any
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 3-4 HD (Small)
Level Adjustment: ---
Beholder, Mutate
Medium Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 19 (+2 Dex, +7 Natural), touch 12, flat-footed 17
Base Attack/Grapple: +4/+3
Attack: Eye Rays +6 Ranged Touch and 1 Bite -2 melee (1d6-1)
Full Attack: Eye Rays +6 Ranged Touch and 1 Bite -2 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +5, Ref +4, Will +7
Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13
Skills: Hide +8, Knowledge (Arcana) +8, Listen +10, Search +8, Spot +10, Survival +8
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 7-12 HD (Medium)
Level Adjustment: ---
Beholder, Mutate
Large Aberration
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed 24
Base Attack/Grapple: +8/+12
Attack: Eye Rays +10 Ranged Touch and 1 Bite +3 melee (2d4)
Full Attack: Eye Rays +10 Ranged Touch and 1 Bite +3 melee (2d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +10, Ref +6, Will +12
Abilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15
Skills: Hide +10, Knowledge (Arcana) +18, Listen +16, Search +15, Spot +16, Survival +14
Feats: Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
Environment: Any
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 13-24 HD (Large)
Level Adjustment: ---
Beholder, Mutate
Huge Aberration
Hit Dice: 24d8+120 (228 hp)
Initiative: +5
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 31 (-2 Size, +1 Dex, +22 Natural), touch 9, flat-footed 30
Base Attack/Grapple: +18/+28
Attack: Eye Rays +19 Ranged Touch and 1 Bite +15 melee (2d6+2)
Full Attack: Eye Rays +19 Ranged Touch and 1 Bite +15 melee (2d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +15, Ref +9, Will +19
Abilities: Str 14, Dex 12, Con 20, Int 17, Wis 17, Cha 18
Skills: Hide +17, Knowledge (Arcana) +30, Listen +29, Search +27, Spot +29, Survival +15
Feats: Ability Focus (Eye Rays), Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Narrowed Gaze, Pervasive Gaze (the last 2 Feats are from Savage Species) If it has the Antimagic Eye instead it has Point Blank Shot and Precise Shot
Environment: Any
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 19?
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 25-48 HD (Huge)
Level Adjustment: ---
"Don't you judge me!"
Most of the time Beholders are pretty picky and eliminate any of their kind that don't look like themselves. Considering their mutativeness this means the off a lot of their kids for superficial differences. In the Jester's Realm though quite a few mutants got free and formed a small society of their own. They allow and encourage difference. They also don't get along with 'normal' Beholders so well. Beholder Mutates speak Beholder or Common.
Central Eye (Su): Each Beholder Mutate has a central Eye that is a Gaze Attack. Range is 30 feet regardless of size. Save DC to negate is 12 for Small, 14 for Medium, 18 for Large, and 26 for Large (Save DC is Charisma Based). This can duplicate most spell effects of 6th level or less. Optionally it may have the standard Beholder Antimagic eye.
Eye Rays (Su): Each of a Beholders eyestalks can produce a magical ray once per round as a Free Action. Each rays effects resemble a spell, but follow the rules for a ray (see Aiming a Spell, PHB page 175). A Small Beholder has 3 eyestalks, a Medium has 6, a Large has 10, and a Huge one has 15. Caster level is equal to (Hit Dice plus 2). The amount of rays a Beholder can focus in any 90 degree arc varies with size: 2 for Small or Medium, 3 for Large, or 4 for Huge. The effects of the Rays themselves vary wildly. A Small Beholder has eye rays equivalent to two 1st level and one 2nd level spells. A Medium Beholder has eye rays equivalent to one 1st level spell, three 2nd level spells, and one 3rd level spell. A Large Beholder has eye rays equivalent to two 1st level, one 2nd level, one 3rd level, two 4th level, one 5th level, two 6th level, and one 7th level spell. A Huge Beholder has eye rays equivalent to four 1st level, two 2nd level, two 3rd level, two 4th level, two 5th level, two 6th level, and one 7th level spells. These spells must be ones that specifically target an individual.
All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Combat: Surprisingly similar to most Beholders, depending on what exact abilities their eye rays give them.