Beholder Eye of Flame
Large aberrant magical beast
Level 13 Elite Artillery XP 1600

Initiative +11        Senses Perception +15; all-around vision, Darkvision
Eyes of the Beholder aura 5; at the start of each enemy’s turn, if that creature is within the aura and in the eye of flame’s line of sight, the eye of flame uses one random eye ray power against that creature.
HP 204; Bloodied 102 ; see also fiery burst
AC 26; Fortitude 26, Reflex 27, Will 28
Saving Throws +2
Speed fly 6 (hover)
Action Points 1

Bite (standard, at-will)

+18 vs AC; 2d6 damage.

Central Eye (minor, at-will)

Ranged 8; the target gains vulnerable 10 fire, and any attack that deals fire damage to the target also deals ongoing 5 fire damage (save ends both).

Eye Rays (standard, at-will)

The eye of flame can use up to two eye ray powers (chosen from the list below), at least one of which must be a fire ray. Each power must target a different creature. Using eye rays does not provoke opportunity attacks.
    1—Fire Ray (Fire): range 8; +17 vs. Reflex; 2d8 + 6 fire damage.
    2—Telekinesis Ray: range 8; +17 vs. Fortitude; the target slides 4 squares.
    3—Fear Ray (Fear): range 8; +17 vs. Will; the target moves its speed away from the eye of flame by the safest route possible and takes a -2 penalty to attack rolls (save ends)

Fiery Burst ( when first bloodied and again when the eye of flame is reduced to 0 hit points, ) Fire

Close burst 2; +17 vs Reflex; 2d8+6 fire damage.

Alignment Evil        Languages Deep Speech
Str 10 (+6)      Dex 20 (+11)      Wis 19 (+10)
Con 18 (+10)      Int 14 (+8)      Cha 23 (+12)

Revision (7/16/2008)
Replace “HP 240” with “HP 204.”

Published in Monster Manual, page(s) 32, Draconomicon: Metallic Dragons, page(s) 114, Dungeon Magazine 161, page(s) 107, Dungeon Magazine 162, page(s) 23.