Beholder vs beholder 21/28/2024 ![]() If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. ![]() The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. On a failed save, the target’s speed is halved for 1 minute. The targeted creature must succeed on a DC 16 Dexterity saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. ![]() The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The area works against the beholder's own eye rays. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. Senses Darkvision 120 ft., Passive Perception 22Īntimagic Cone. Consider the actual beholder as the apex and use the other “lesser beholders” if you want a beholder style encounter at earlier levels.ġ0 (+0) 14 (+2) 18 (+4) 17 (+3)15 (+2)17 (+3) These are the statistics for the standard “beholder” though there are several wonderful variations that cover lower level threats like the Gazer, the Spectator, the Gauth, or the horrifying Death Kiss. Beholders view everyone else as lesser beings, at best to be utilized as minions or at worse as food. Each beholder believes that beholders are the superior species, and that they themselves are the superior beholder. This usually results in them fighting to the death though, as there’s nothing in this world more paranoid and ingenious than a beholder.īeholders are incredibly intelligent and universally arrogant. When a beholder dreams of another beholder, a new one pops into existence. Beholder magic warps reality around them in weird ways, especially in their dreams. Their true origins have remained mysterious, but they fleshed out the way we get more of them. Monsters are just there because there are monsters. Want to grow your hoard? Check out our dice subscriptions!īeholders harken back to a time before thorough backgrounds for all the monsters. But just what makes these ocular aberrations so interesting? Follow us deep into the beholder’s lair and be sure to compliment him as we go through everything you need to know. There’s so much more to these monsters than meets the EYE (I’ll stop, I swear). Nothing quite says D&D like a horrifying floating eyeball monster, and they’ve remained as a tentpole of every bestiary since the very first edition. They are highly magical creatures with strange abilities, so I don't think that it would work.Įven ifit worked, I think that a beholder is smart enough either prevent it from happening via preparation (as Tim said above) to work out how to cancel it or deduce that the guy in the robe is probably the one responsible ergo *zap zap zap* there go three eye rays to break concentration and he's home free.There is no creature more iconic and more unique to Dungeons & Dragons as the beholder. Beholders don't really seem to fly with the use of air displacement or helium sacks or something, though that's entirely up to the DM. Heck, even if his flying speed is reduced to 0 and it was knocked prone he'd still be up there, just unable to move. So even then it would not fall since the beholder can hover. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic. Not only that, but even if it did knock him prone, the flying movement rules state: Monstrous Compendium Vol 3: Minecraft CreaturesĪt face value it seems the spell should not work, since the beholder is immune to being prone.
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