The Beholder is one of the most iconic and terrifying monsters in the Dungeons & Dragons universe. Known for its spherical body, single central eye, and numerous eyestalks, each ending in an eye capable of firing a different magical ray, the Beholder is a force to be reckoned with.
Beholder Physical Description
Beholders are unmistakable in appearance:
- Size: They are classified as Large creatures.
- Appearance: A Beholder’s body is a floating, spherical mass with a large, central eye and a cavernous mouth full of sharp teeth. Extending from the top of their bodies are ten flexible eyestalks, each ending in a smaller eye capable of discharging a magical ray.
Abilities and Traits
The Optic Fiends abilities make it a formidable opponent:
- Antimagic Cone: The all-Seeing Aberrations central eye projects a 150-foot cone of antimagic. This negates all magical effects within its area, rendering spellcasters almost powerless.
- Eye Rays: Each of the Arcane Spheres ten eyestalks can emit a different magical ray. These rays include disintegration, petrification, fear, telekinesis, and more. The Eyestalk Tyrants can fire multiple rays each turn, choosing its targets with deadly precision.
- Flight: Beholders can float and fly through the air effortlessly, giving them unparalleled mobility.
Stat Block
The Floating Horrors stat block in Dungeons & Dragons 5th Edition reflects its formidable nature:
- Armor Class: 18 (natural armor)
- Hit Points: Typically around 180 (19d10+76)
- Speed: 0 ft., fly 20 ft. (hover)
- Abilities:
- Strength: 10 (+0)
- Dexterity: 14 (+2)
- Constitution: 18 (+4)
- Intelligence: 17 (+3)
- Wisdom: 15 (+2)
- Charisma: 17 (+3)
- Saving Throws: Intelligence +8, Wisdom +7, Charisma +8
- Skills: Perception +12
- Condition Immunities: Prone
- Senses: Darkvision 120 ft., passive Perception 22
- Languages: Deep Speech, Undercommon
- Challenge Rating: 13 (10,000 XP)
Behavior and Ecology
Gaze Masters are highly intelligent, paranoid, and xenophobic creatures. Their paranoia often leads them to live in isolated lairs where they can control every aspect of their environment. Eye Lords hate other Eye Lords and will go to great lengths to destroy any rival that encroaches on their territory.
They are known to enslave other creatures, using their intellect and power to dominate and control those they consider beneath them. Watchful Wards can often be found leading a variety of minions, ranging from goblinoids to other aberrations.
Beholder Lairs
Optic Fiends lair is a reflection of its twisted mind. These lairs are usually located in remote, difficult-to-reach areas such as deep underground caverns, ancient ruins, or desolate islands. The lair is designed to maximize the Beholder’s defensive capabilities and exploit its offensive strengths.
Features of a Beholder’s Lair:
- Twisting Tunnels and Caverns: The layout of a Beholder’s lair is often a maze, designed to confuse and disorient intruders.
- Traps and Hazards: Optic Fiends are known for setting traps throughout their lairs, including collapsing ceilings, pits of acid, and magical wards.
- Minions and Guardians: Eyestalk Tyrants often employ lesser creatures to guard their lairs, ranging from goblins to more exotic aberrations like Grells or Umber Hulks.
Tactics
In combat, a Eyestalk Tyrants uses its abilities to maximum effect:
- Antimagic Cone: The Arcane Spheres will position itself to catch as many enemies as possible in its antimagic cone, neutralizing spellcasters and magical items.
- Eye Rays: It will then unleash its eye rays, prioritizing targets based on their perceived threat. For example, it might use the disintegration ray on heavily armored warriors or the fear ray on melee combatants.
- Mobility: The Beholder’s ability to hover and fly allows it to stay out of reach of melee attackers, moving to vantage points where it can control the battlefield.
Variants and Allies
Gaze Masters are not uniform, and several variants exist, each with its own unique abilities and traits:
- Death Tyrant: All-Seeing Aberrations that has transformed itself into an undead creature, losing its central antimagic eye but gaining the ability to animate the dead.
- Beholderkin: Lesser forms of All-Seeing Aberrations, such as Spectators or Gauths, which lack the full array of a true Beholder’s abilities but can still be dangerous in their own right.
Adventure Hooks
Beholders offer a wide range of adventure possibilities. Here are a few ideas:
- Lair Assault: The party is tasked with infiltrating a Eye Lords lair to recover a stolen artifact. They must navigate the lair’s traps and minions to reach the Beholder.
- Negotiation: The players need crucial information that only a Eye Lords possesses. They must find a way to negotiate with the paranoid creature without provoking its ire.
- Rescue Mission: A Orb Guardians has captured important NPCs, and the players must venture into its lair to rescue them before they become permanent additions to the Beholder’s collection.
Running a Beholder in Your Game
Running a Beholder encounter requires careful planning and an understanding of the creature’s abilities and tactics. Here are some tips:
- Preparation: Understand the Beholder’s abilities and how they interact. Plan out its lair with traps, hazards, and minions to create a challenging environment.
- Dynamic Combat: Keep the Beholder moving and using its antimagic cone and eye rays strategically. Change the battlefield by introducing new hazards or shifting terrain.
- Psychological Warfare: Beholders are intelligent and cunning. Use their paranoia and xenophobia to create tension and uncertainty. They might try to negotiate or manipulate the party before resorting to combat.
Conclusion
Beholders are among the most challenging and fascinating monsters in Dungeons & Dragons 5th Edition. Their unique abilities, intelligence, and the tactical depth they bring to encounters make them a memorable and formidable foe for any adventuring party. Whether as a cunning antagonist, a reluctant ally, or the centerpiece of a complex adventure, Beholders offer endless possibilities for creative and engaging gameplay.