![]() ![]() When adding in countermeasures retroactively, one thing that I would advise to do is create wrinkles in your players plan rather than outright negating their plan. Doing so will break your players immersion and make them feel cheated, whereas when done correctly your players will feel like they are facing a brilliant foe. When performing this kind of quantum dungeon physics, however, it is vitally important that you don’t change what the players already know about. It’s impossible for any Dungeon Master to understand how a beholder would prepare for every possible scenario. This of course doesn’t work with everyone’s style, but in the interest of portraying a beholder in it’s proper way, some concessions have to be made. To compensate for this, I believe that it is OK for DM’s to listen to the plans of their players and then add in countermeasures to plan for them. Your players are crafty, and when it is 4-6 brilliant minds against 1, your wickedly smart beholder may end up looking incompetent when you forget that the wizard picked up Greater Invisibility. However, as the Dungeon Master, creating contingency plans ahead of time is downright impossible. Nobody should ever be able to surprise a beholder. This combination of egocentric-ism and paranoia leads beholders to have contingency plans for their contingency plans. And why shouldn’t they? Beholders also believe that they are the most important creature to ever float across the face of this planet, and it’s in everyone else’s interest to destroy them. They believe that everyone and everything is out to get them. This makes beholders a dangerous opponent because what the players may think the beholder will do, couldn’t be further from the truth. ![]() They are eccentric and otherworldly creatures that don’t obey the normal laws of physics. The Mind of the Alienīeholders are one of the most unique intelligent creatures in D&D because they don’t think like a normal human would. After doing an entire series about dragons and their lair actions, it was inevitable for me to cover the coolest monster in the game. Every encounter that I’ve done with them is electrifying, action packed, and heart pounding. For such a bizarre creature, no other monster has performed quite as well for me as the beholder. The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.Lairs of Legends: Black Dragon, Blue Dragon, Green Dragon, Red Dragon, White Dragon, Beholders, Abolethsīeholders are one of my favorite monsters in all of D&D. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.Īn eye opens on a solid surface within 60 feet of the beholder. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:Ī 50-foot-square area of ground within 120 feet of the beholder becomes slimy that area is difficult terrain until initiative count 20 on the next round. When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. ![]()
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