276°
Posted 20 hours ago

Beholder's Eye Warlock/Sorcerer Dice Creepy Polyhedral D&D Dice for Dungeons and Dragons and Tabletop RPG's

£6.495£12.99Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

Not only does it have more health and a better AC, but it can also only be hurt by magical weapons of +2 or better, has all the normal undead immunities, and its main body will regenerate 3 hit points per round. If that isn’t enough, it can change into gaseous form at will and if it is dropped to 0 hit points, it is forced to assume a gaseous form and can not regenerate hit points. If it is forced to take this form due to dropping to 0 hit points, it will hide in complete darkness, and the Undead Beholder keeps many places permanently dark inside of its lair for this purpose, once it is in darkness it can start to regenerate after an hour. There actually is no mention of completely destroying this Undead Beholder, you just have to keep dropping it to 0 hit points and hope you can get in and out inside of an hour. Death Ray (Necrotic): Ranged 10; +22 vs Fortitude; 1d8+9 necrotic damage, and if the target is bloodied it is dazed (save ends). First Failed Save: The target is dazed and weakened (save ends). Second Failed Save: The target dies. Beholders, due to just how massively intelligent they are, are always forming plans and many have found their home below a city where it can control the city using its minions and servants. A Beholder might become a crime lord, using its evil tendencies to create massive amounts of wealth that it can gain power with or it might get involved in politics using its minions to help keep the laws the same in a city for whatever insane plan it has coming up in the world. Beholders have a plan for every eventuality and many claim that a Beholder can never be surprised as it has a plan for anything you could be thinking of, and we know what weird shit you could be thinking of!

Eyes of the Beholder aura 5; at the start of each enemy’s turn, if that creature is within the aura and the eye tyrant’s and line of sight, the eye tyrant uses one one random eye ray power against that creature Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. Central Eye (minor; at will) Ranged 20; +25 vs Will: the target is dazed until the end of the beholder’s next turn.But, groups of Beholders aren’t restricted to just a few friendly acquaintances, but also to entire cities that are overseen by either the Overseer or the Hive Mother. These Beholders are watched over and pretty much forced to work together by the magic of the other two Beholders, and they always have a set purpose. Typically, it’s too destroy the world, but it could also be a focus on going out into the spelljammer space or constructing a new magical artifact for the Great Mother. The Overseer, the strange Beholder that looks more like a tree, can only control about a dozen Beholders while the Hive Mother can control pretty much as many she wants, including individual Overseers that can then control more Beholders for her. The Hive Mothers ensure that the Beholders don’t end up murdering each other in her hive, but instead makes them paranoid about other hives and their Hive Mothers, often creating overly complicated battle strategies to kill off other hives. 4e - Beholder Eye Tyrant Legendary Actions. The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. Telekinetic Ray. 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. 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 an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. 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. The article also goes on to provide a new description of the center eye and its anti-magic ray. Characters can now see the ray, as it gives off a dull grey light, and more importantly, we now know that the anti-magic ray extends 140 ft. from the middle eye in a cone shape. The Beholder will focus this ray on one target at a time and is intelligent enough to look for spellcaster or, failing that, will target a creature wearing little to no armor as experience has taught them magic-users can’t wear armor and cast their spells.

The first variant we are introduced to is the Eye of the Flame and is a small Beholder with the strange ability of lighting people on fire. Its main eye causes a target to become susceptible to fire, then it uses one of its eyestalks to shoot fire, lighting you are on fire. If that isn’t enough, it has two more rays at its disposal, telekinesis,and fear. This Beholder is the lowest on the food chain for its kind and has grown accustomed to working for other Beholders, even if it doesn’t like it. Petrifying Ray: Ranged 10; +22 vs Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save). Jumping over to the Spelljammerssetting, we are introduced to the Hive Mother and the Orbi, both of whom are critical to the Beholder’s ability to travel through the void of space. The Orbus Beholders, known as Orbi, are strange white spheres that many assume to be stunted Beholders. They have no functional eyes, an oversized central eye that is milky white, and a small mouth void of teeth. The Orbi are incredibly weak compared to common Beholders, though it is the Orbi that allows the Beholder race to travel through space. The Orbi are the conduit through which the energy of the other Beholders on the ship passes through, channeling the energy into a force that can move the ship through the void, they are an organic spelljammer helm. These Orbi will always be in the deepest, most protected parts of their spelljammer ships with the Hive Mother.Next is the Gauth, which can eat the magical essence of an item by either consuming it or by using one of its new tentacle abilities that allow it to drain the magical power of nearby magical items. Items with charges lose a single charge when this ability is activated, whereas permanent magic items like a +1 sword have their magical properties subdued for 1 round. The other abilities it gains for its eyestalks are repulsion, cone of cold, lightning bolt, paralyzation,and cause serious wounds. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies ifthe ray reduces it to 0 hit points.

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment