![]() Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition. The target must succeed at a Will save or be affected as though by the spell. ![]() The beholder likes to use this ray on any foe it considers a real threat.įear: This works like the spell except that it targets one creature. (After the fight, the beholder takes the statue to its lair as a decoration.)ĭisintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. ![]() They also use it on any creature whose appearance they find interesting. Beholders like to aim this ray at enemy spellcasters. They know their foes can quickly awaken the sleepers but they also know that doing so takes time and can delay an effective counterattack.įlesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to use this ray against warriors and other physically powerful creatures. The target must succeed at a Will save to resist. Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. Beholders use this ray in the same manner as the charm person ray The beholder generally instructs a charmed target to either restrain a comrade or stand aside.Ĭharm Monster: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. All rays have a range of 150 feet and a save DC of 18.Ĭharm Person: The target must succeed at a Will save or be affected as though by the spell. A beholder can tilt and pan its body each round to change which rays it can bring, to bear in an arc.Įach eye's effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray (see Aiming a Spell, page 148 in the Player's Handbook). ![]() The remaining eyes must aim at targets in other arcs or not at all. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. When closing with in enemy, a beholder tries to cause as much disruption and confusion as possible.Įye Rays (Su): Each of the ten small eyes can produce a magical ray once a round, even when the beholder is attacking physically or moving at full speed. Though not powerful physically, they often plow right into groups of opponents to use as many of their eyes as they can. Combatīeholders often attack without provocation. Ten smaller eyes on stalks sprout from the top of the orb.īeholders speak their own language and the Common tongue. This creature, also called the "sphere of many eyes" or "eye tyrant", is known among adventurers as a deadly adversary.Ī beholder is a 6-foot-wide orb dominated by a central eye and a large, toothy maw. Organization: Solitary, pair, or cluster (3-6) Skills: Hide +12, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks), and knowledge (arcana) +17Īdvancement: 12-16 HD (Large) 17-33 HD (Huge) Special Qualities: antimagic cone, flightįeats: Alertness Flyby Attack Great Fortitude Improved Initiative Iron Will Initiative: +6 (+2 Dex, +4 Improved Initiative) Senses: all-around vision, darkvision 60 ft., Listen +18, and Spot +22ĪC: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24Īttack: Eye rays +9 ranged touch and bite +7 meleeįull Attack: Eye rays +9 ranged touch and bite +7 meleeĪbilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15
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