Beholder 5e are one of the most iconic villains in D&D, being giant miles-long dungeons equipped with eye rays that paralyze or kill player characters. Beholders can be more challenging for players by adding lair actions. These can make beholders create 50-foot square areas of slime or grow grappling appendages from walls.
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Antimagic Cone
Beholders possess a powerful eye that projects a cone that blocks all forms of magic and spellcasting, rendering their powers useless against PCs who might attempt to cast spells or use arcane or divine abilities. It is one way in which beholders use their abilities against them.
Ideally, a beholder should direct its ray at the weakest member of their enemy party if possible. If taking too much damage and not winning, they may opt to run away instead of fighting to the end; otherwise they should scout their lair in search of exit tunnels before taking pot shots at players from behind or to either side.
The Beholder can utilize multiple weapons against its foes in combat, including Death Ray and Paralysis Ray. Furthermore, its Charm Ray may be used to force party members into agreeing with its demands – this decision rests solely with your DM.
Telekinetic Ray
Beholders’ telekinetic ray can be an effective weapon against parties. By restricting targets of other eye rays, beholders can focus their fire directly onto one character at a time for maximum damage output from each turn. Furthermore, this ray may open new routes of escape for them – especially at lower levels.
Beholders make for great boss monsters in any RPG campaign, and I highly suggest making them major bads that the party will need to fight over multiple sessions to overcome. With their antimagic cone blocking spellcasting from PCs and their eye rays devastating everyone they come in contact with, and powerful minions available at their command, beholders provide plenty of terror! For an added touch in 4e games you could add themed eye rays such as fire, frost, undeath or insanity which add a great deal of flavor – these simple modifications add so much more depth!
Disintegration Ray
Beholders use green rays to attack anything within range that they can see with their eye. Targets must make a Dexterity saving throw to avoid taking 10d6+40 force damage; failing this save results in disintegration into a fine dust and leaving only trace equipment behind.
Beholders typically employ their Eye Rays against non-magical PCs first (its Antimagic Cone helps protect spellcasters, though they could still take significant damage), before proceeding to attack other members of their party with more lethal attacks.
Beholders usually construct their lairs in caves, and DMs should add plenty of rooms and traps to these lairs to make it difficult for the party to navigate them if they encounter one of these monsters. Also keep in mind that they float, meaning their eye rays can reach locations far outside their physical reach – this makes for very exciting encounters!
Petrification Ray
Beholders are creatures with extreme paranoia who believe that everything and everyone are out to get them, which is why they create contingency plans for any and every plan that could possibly go awry – often so many that even they themselves don’t realize some are in place!
Beholders, while often self-centered creatures, can also be very strategic in combat, often knowing exactly which attacks to unleash against their foes and which rays to use to neutralize any potential threats. This makes them great villains when operating behind the scenes when manipulating victims – for instance Xanathar from Waterdeep: Dragon Heist adventure module from 2017 serves as an excellent example; his prize possession, Sylgar the goldfish is so precious he is even depicted alongside him on artwork.
Beholder’s Petrification Ray can be an effective tool in demoralizing an opponent during combat, forcing a creature to make a DC 16 Dex save or begin turning to stone. They must repeat this saving throw at the end of their next turn with disadvantage to avoid this effect; otherwise if their saving throw fails again they are effectively dead. It acts similarly to medusa and basilisk petrifying gazes – though less potency and more narrowly focused.
Charm Ray
Beholder is an intriguing character on its own, yet can be further enhanced with some additional firepower from an area effect like Charm Ray that deals dark damage and stuns its target for two turns – providing additional fear and damage without becoming overpowering or too powerful.
Beholders use eye rays as their primary weapons, though their bite also does 14 (4d6) piercing damage. It will only use its bite if someone in melee range has already failed a DC 12 Wisdom saving throw against one of its eye rays or is using spellcasting against them.
On initiative count 20, a beholder may take a legendary action to unleash three eye rays randomly (reroll duplicates). Prioritization depends on their knowledge of the players and their susceptibilities to each ray; beholders tend to favor wall eyes if their chamber contains passageways the players might use to escape quickly, and whirling rays when fighting in close combat.
Fear Ray
Fear Ray can be an invaluable ally during combat for beholders. It can effectively shut down buffs used during players’ turns as well as key attacks (flight, invisibility and strength). Beholders need this tool early in battle!
Beholders can also utilize their rays to manipulate and terrorize players. For instance, beholders can use their Flesh to Stone Ray on an unsuspecting player who then needs a DC 30 Strength or Dexterity save to regain consciousness – creating a fun surprise attack against an unaware opponent! This tactic makes beholders especially effective at taking down unexpected foes quickly.
Beholders are an excellent addition to a dungeon encounter as they can create challenging and varied encounters for players. Beholders can make deals that they’ll have difficulty breaking off, using paranoia and their formidable paranormal knowledge to create an unfriendly environment. Scary beholders also present many options when it comes to dealing with players; their antimagic field and eye rays make them especially deadly adversaries if used sparingly and regularly they could still prove deadly in combat.
Living Shadow
Beholders make for great boss monsters because they are both durable and capable of doing incredible magic damage. Beholders are spherical creatures with eyestalks that fire beams that can turn people to stone or disintegrate them altogether, as well as emit a cone of antimagic from their central eye.
Beholders have the ability to launch up to two of their eye rays each round and can target creatures within 30 feet of them with them. Additionally, they can employ various forms of energy-based attacks against single targets, including telekinetic, charm or fear rays; beholders often employ this tactic against casting enemies as it allows the Beholder to gain control of an enemy and use his or her powers against them.
Beholders are formidable opponents who won’t quit until they know there’s no chance of victory, making them ideal candidates for setting traps or blocking exit tunnels in their lair. Minions also add personality and depth to an otherwise static setting – they could even help ambush and ambush beholders and create an exciting victory moment for players!
Conclusion:
Beholders 5e are iconic and terrifying adversaries in Dungeons & Dragons, capable of creating unforgettable challenges for players. By leveraging their diverse eye rays, antimagic cone, and strategic lair designs, DMs can turn a Beholder encounter into a thrilling and multifaceted experience. These creatures excel as both combatants and manipulators, making them suitable for one-off boss fights or intricate, long-running story arcs. Enhancing their abilities and customizing their lairs will add depth, unpredictability, and excitement, ensuring that players face a unique and memorable adventure.
FAQs:
1. What are Beholders in Dungeons & Dragons?
Beholders are spherical, floating monsters with a central eye that emits an antimagic cone and multiple eyestalks that fire various magical rays. They are iconic villains known for their intelligence, paranoia, and devastating combat abilities.
2. How can I make Beholders more challenging for my players?
You can enhance a Beholder encounter by adding lair actions, themed eye rays, and strategic lair designs with traps and obstacles. Utilize its antimagic cone to neutralize spellcasters and position it to exploit its superior ranged capabilities.
3. What is the most dangerous ability of a Beholder?
The antimagic cone is among the most dangerous because it neutralizes magic within its range, rendering spellcasters and enchanted equipment ineffective. Additionally, its Disintegration Ray and Death Ray can deal massive damage or instantly eliminate characters.
4. Can Beholders escape from combat?
Yes, Beholders are cunning and often prioritize self-preservation. They may flee if outmatched, using their Telekinetic Ray or knowledge of their lair’s layout to block pursuit and prepare for a counterattack.
5. Are Beholders always villains?
While typically portrayed as evil, Beholders can have varying personalities and motives. Creative DMs can design scenarios where a Beholder may act as an uneasy ally, neutral force, or manipulative benefactor.
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