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Eye of beholder 2 guide
Eye of beholder 2 guide






  1. EYE OF BEHOLDER 2 GUIDE MANUAL
  2. EYE OF BEHOLDER 2 GUIDE FULL

Moore, “The Ecology of the Beholder”, Dragon Magazine #76, August, 1983.īeholders are one of the most feared, enduring monsters in the history of Dungeons & Dragons. “Many tales are told,” began the sage, “of the dreaded eye tyrants.” – Ed Greenwood, and Roger E.

EYE OF BEHOLDER 2 GUIDE MANUAL

“One glance at a beholder is enough to assess its foul and otherworldly nature.” – Monster Manual Creature Feature: The Beholder Cruel, paranoid, and selfish, beholders are some of the most cunning, dangerous foes an adventurer can fight. Constitution: Paralyzing Ray, Enervation RayĪ beholder is a huge, leathery, spherical abomination covered with eyestalks that emit randomized magical effects, while an antimagic cone extends from its vast central eye.Dexterity: Slowing Ray, Petrifaction Ray, Disintegration Ray, Death Ray.

EYE OF BEHOLDER 2 GUIDE FULL

A Beholder knows to stay out of range of the platemail-clad murder machine with a greatsword running at them at full sprint they know to float up close to the ceiling and keep their anti-magic cone pointed at any spellcaster in the vicinity.īecause a Beholder randomly shoots three of its 10 eye rays per round, its options for targeting specific enemies are somewhat limited, but by being mindful of the different saving throws that each ray forces you can decide where to put them for maximum effect - like forcing a wizard to make a Strength save against Telekinetic ray, or the party paladin to try and make a Wisdom save against a Charm Ray.

  • Keep spellcasters inside the antimagic coneīeholders may be paranoid, psychotic, and dangerously unhinged, but they’re not stupid.
  • The target dies if the ray reduces it to 0 hit points. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. It must repeat the saving throw at the end of its next turn.

    eye of beholder 2 guide

    On a failed save, the creature begins to turn to stone and is restrained. The targeted creature must make a DC 16 Dexterity saving throw. This ray has no effect on constructs and undead. The target awakens if it takes damage or another creature takes an action to wake it. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute.

    eye of beholder 2 guide

    The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. 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 ft.

    eye of beholder 2 guide

    Melee Weapon Attack: +5 to hit, reach 5 ft., one target.








    Eye of beholder 2 guide