What happens when the Beholder puts its antimagic cone onto the target affected by the rays of its eyes?
It’s said that the eye’s rays will not operate within the antimagic cone area. The nonmagical effects caused by its eye rays, such as damage, remain. The spell description of Beholder 5e dnd states that spells overlapping, such as Wall of Fire, have gaps between the spell. Still, you could think or DM rule that the nonmagical fire and heat within 10 feet of it on the other side is still there. You can surround the cone of 10 feet with a 20 ft sphere of flames aimed towards the inside, and you’re being burnt alive. When you leave, this circle disappears from the spot you and your sphere walk, however.
The effects of antimagic fields A spell that is an active or magical effect that affects an object or a creature within the sphere is canceled when the object or creature is within it. The creature or object summoned or possibly created through magic fades away from the sphere for a short time. The creature appears when the area it occupies is no longer in the area.
What does the Beholder possess 5e?
Charm, paralyze, and fear and enervation. Sleep, telekinetics, petrification, disintegration, death, and charm.
Effects of charm, slowing down, and paralyze will be reduced when the target is lowered into the antimagic cone. After they leave it, but the effect persists, the effect will resume. It is entirely up to the DM whether the Beholder is at an upper limit on the amount of concentration they can remain in effect (meaning that they could lose their charm) and if players make a save roll at the beginning of their turn, regardless of being not affected by the charm. Telekinetic targets are liable to suffer 3d6 bludgeoning damages.
Effects of enervation and disintegration and death rays don’t disappear because they occur instantly and do not create a magic effect to keep them.
According to what is said to occur to summoned creatures natural effects triggered by magical methods remain suppressed. Sleep and anxiety will go away when the person is in the field, but they will reappear once they leave the field. Before your players even ask for a no, they won’t receive another saving throw in the next turns. If fear prompts them to go away from the field and break the fear, it disappears. However, when once they are 5 feet back away from the field. They are again scared but without an additional saving throw to the effect of up to six saving throws in turn, with 5 ft full steps and a soaring.
The issue is petrification. Similar to summoning, it needs to be removed to return after leaving the antimagic realm, and the Beholder’s ray does not have a three-turn duration, so there’s no issue of being unsure if you’ll get three death save-ish rounds of petrification each time you leave the field. But you can argue that the process of reverting to the flesh is magic in and of itself, so it cannot be done since stone isn’t magic and its effect is lasting.
As a resolution, I typically suggest that the Beholder choose reverted petrification should they have the option. They are distrustful of everyone, even their minions. If they could make them fear their minions so that they can both eliminate the harm they cause and their desire for food, it would be a huge bonus. When combat gets underway, all the minions of the group would be magically repelled back to flesh, and they would fight for the honor of the Beholder.
Remember this: the Beholder is extremely smart. The statblock might be able to say “at random”; however, it is a shame to degrade this amazing aberration if they could not even control their bodies. Instead, they control the kind of rays that they release 1d4 enervation, disint, Petri, or death, charm and telekinetic with the click of a button (former they employ to open doors, etc. as well as their RP interplay capability) as well as the other four are their 1d4 rolling. This way, the Beholder will be able to plan for the possibility of striking someone in fear, which will instantly hit the field of antimagic when trying to kill the nonmagical PC.
How can you beat the Beholder 5e?
When you’re fighting a Beholder when fighting a Beholder, you should remain close to each other and must remain within the AM field. So, it doesn’t have to shut off to strike you with Rays. Keep firing while you influence people’s actions in preparation to strike it when the field gets smaller.
What is the best way to end the Beholder’s life when playing D&D?
Beholders make use of eye magic. As long as they aren’t able to be seen, they aren’t able to harm them, which is why it’s possible to sneak by them by using a cloak of invisible. However, be sure not to be visible to the primary eye since magical objects seen by it stop functioning.
Can you reverse the Beholder’s antimagic cone simply by covering its eye?
The Beholder’s central eye creates an antimagic area like”the antimagic-field spell within a 150-foot cone. And an antimagic field spell states that it is the “invisible sphere,” with no hint that it will get blocked by a wall, etc. But there isn’t any wording in the spell to suggest that it is excluded from the standard rules of “area of effect” spells.
The effect of a spell expands by straight lines starting from the point of its origin. Suppose there is no straight line that’s unblocked runs from where the line is of origin to an area within the effect range. The location won’t be considered part of the spell’s zone. To stop one of these lines, your obstruction needs to be completely covered.
It’s a little unclear. However, it’s likely to work.
One thing to be aware of immediately is that the rules regarding areas of effect are about spells. Things that aren’t considered spells. I’d certainly think these rules also apply to areas of effects created by monsters. However, that is my personal preference as a GM.
In this instance, we do know this (emphasis mine):
The Beholder’s central eye forms an antimagic area as in the antimagic spell in a cone of 150 feet.
But, unfortunately, this does not mean that what the Beholder is performing is a spell or that it complies with all rules of spells. If the GM decides that the Antimagic Cone ability requires an unblockable path to attack anyone, then covering the Beholder’s eyes (by any method accessible) could block the Antimagic Cone from inflicting harm on creatures. However, it’s the word “if” in there; and the GM is not required to make this decision.
I’ve considered the non-spell Areas of Effect to adhere to the rules of Areas of Effect found within the Spellcasting section of the Player’s Handbook. In this regard, I’d let a group break the Antimagic Cone only if they were able to conceal the eyes of the Beholder.
Details
No creature’s as iconic and unique in Dungeons & Dragons as the Beholder. Nothing spells D&D as a terrifying floating eyeball, and they’ve been a pillar of all bestiaries since the beginning of the first version. There’s more to these creatures than what meets the eye.
Beholders bring back the days before detailed background for all monsters. Monsters are only there because they exist. Their real origins remain obscure, but they became fleshed out to the point that we encounter them. Beholder magic bends realities around them in strange ways, particularly during their sleep. If a beholder dreamed about another one, a brand new one appears. The result is usually fighting to the death. However, it’s because there’s nothing else that is more sly and clever than the beholders.
Beholders are extremely smart and, in general arrogant. Every Beholder believes that they are superior to all other species and that they are the best Beholder. Beholders see all others as inferior beings, and at best, serve as minions or worse, as food.
Beholder Stat Bloc
These are the figures for the typical “beholder.” However, many wonderful variants can be used to cover less serious threats, such as the Gazer and the Spectator and the Gauth or the terrifying Death Kiss. Think of the Beholder as the highest point and then use the “lesser beholders” if you desire a beholder-like encounter at lower levels.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 14 (+2) | 18 (+4) | 17 (+3) | 15 (+2) | 17 (+3) |
Saving Throws | INT +8 | WIS +7 | CHA +8 |
- Large aberration, lawful evil
- Armor Class 18 (natural armor)
- Hit Points 180 (19d10 + 76)
- Speed 0 ft., fly 20 ft. (hover)
- Skills Perception +12
- Condition Immunities Prone
- Senses Darkvision 120 ft., Passive Perception 22
- Languages Deepspeech, Undercommon
- Challenge 13 (10,000 XP)
Antimagic Cone. The 5e Beholder’s central eye creates an antimagic area similar to the antimagic field spell, a 150-foot cone. When it begins each turn, the Beholder determines which direction the cone is facing and if it is inactive. The cone’s area is a threat to the Beholder’s own eyes.
ACTIONS
Bite. Melee Weapon Attack 5 points to hit, 5 feet. Hit 14 (4d6) perforating damage. One goal.
Eye Rays. The Beholder shoots three of the eye rays listed below randomly (reroll duplicates), selecting one of three targets it can see within 120 feet:
Charm Ray. The creature being targeted must succeed in a DC 16 Wisdom saving throw or be enthralled by the person who holds it for an hour up to the point that Beholder injures the creature.
Paralyzing Ray. The targeted creature must succeed in the DC 16 Constitution saving throw or be paralyzed for one minute. The target may make the save after each round and end the effect upon the success.
Fear Ray. The creature being targeted must succeed in a DC 16 Wisdom saving throw or be terrified for one minute. The target may make the same save after each turn and end the effect after the success.
Slowing Ray. The creature being targeted must be successful in a DC 16 Dexterity saving throw. In the event of a failed save, the target’s speed is reduced by half for one minute. Additionally, the creature cannot react and may take action or bonus action during its turn, but not both. The creature can repeat the save after each turn and end the effect if it is successful.
Petrification Ray. The target is required to take a Dexterity DC 16 savings roll. In the event of a missed save, the creature will become stone and then is restricted. The creature must make a second throwing of the saving conclusion of the next round. If it succeeds, the effect ceases. In the event of a defeat, the creature will be trapped until released with the more powerful restoration spell, another magic.
Disintegration Ray. If the target is a creature, it must make a DC 16 Dexterity saving throw or suffer damage to 45 (10d8). If the damage decreases the creature’s hit points, the body turns into a cloud made of fine gray dust. When the object is a larger or smaller nonmagical item or a creation of magic force, it will be destroyed without saving. If the object is a Huge or larger object or the creation of magic force, the ray can break apart the 10-foot cube it is made of.
Death Ray. The targeted creature must be successful in a DC 16 Dexterity saving throw or suffer 55 (10d10) necrotic damage. The target will die if Ray reduces it to 0 hit points.
Enervation Ray. The target creature must make a DC 16 Constitution saving throw and suffer 36 (8d8) necrotic damage for an unsuccessful save or half as much damage upon a successful save.
Telekinetic Ray. If the object is a creature, it must be successful on a DC 16 Strength saving throw, or the Beholder can move it 30 feet in all directions. The creature is held to the Beholder’s telekinetic grasp until the beginning of the next turn or until the person holding it becomes incapacitated. If the object is a piece of equipment weighing more than 300 lbs and isn’t being carried or worn or carried, it can be moved for up to 30 to 40 feet, in whatever direction. The Beholder can also manipulate objects by using this ray, such as manipulating a basic tool or opening doors or containers.
Sleep Ray. The targeted creature must be successful in a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target will awake in the event of injury, or another creature acts to bring it back to life. This ray is not a threat to undead and structures.
LEGENDARY ACTIONS
The Beholder can perform three legendary actions by using an Eye Ray option below. It can take only one action of legendary at a given time and only when it is after an opponent’s round. The Beholder can regain the legendary actions when it is at the beginning of the turn.
Eye Ray. The Beholder uses the eye ray to create only one eye ray.
Physically speaking, beholders are round with one large central eye and an enormous toothy maw. Several tentacles terminate in smaller eyes. the “eye-stalks” can act independently and give the animal incredible awareness of its surroundings. Each Beholder displays a unique mixture of textures, colors, eye-stalk lengths, and distinct iris. They do have similar genetic traits in some regions because of their unique method of reproduction of dreams.
USING BEHOLDERS AS A DM
Beholders are boss monsters and should be treated as Beholders as such. Their paranoia and propensity to traps and complex dungeons are a perfect fit for large dungeon crawls.
Technically, you could use a beholder as a straightforward threat in the course of play; however, they’re truly worthy of being considered a real big bad that players will be able to defeat over several sessions. In the beginning, the Beholder can be difficult to fight, and players will need to use the creature’s personality to overcome any challenge.
The use of a beholder in a BBEG can give you a lot of freedom in your plot because beholders can be powerful yet fundamentally insane. Beholders could decide at any moment that they’re the right party to defeat a threat, either real or imagined. Beholders may play with the group with bizarre traps, complicated schemes, or any other idea you think. Beholders are essentially creating a blank check that allows you to create whatever idea pops into your mind.
If the party can gather their strength to confront the Beholder’s abode, Make a big celebration of it. Infest it with strange traps and rooms, the real classic D&D items. Be aware that beholders are floating in the air, which means you can (and should) have rooms designed to allow for flying. Your players must work through it. Be aware of which way your Beholder is “looking” each turn with their antimagic cone.
Beholders of combat are pure fun. The randomness of their attacks ensures that even you don’t know what’s going to take place each time. Try it out, and don’t be scared to alter the eye ray rolls when they keep coming back with death rays. If you wish to go through multiple confrontations, Don’t hesitate to use its paranoia and flight to escape. Beholders are the reason behind the tropes of the villain who is repeated.
How to fight a Beholder 5e?
That is what it’s like, child. You’re looking at the many eyes of the observer. What do you do now? If you don’t have ads to manage (which you could), the priority is to get your casters off their antimagic eye. Although D&D does not have rules for facing, the Beholder cannot show the cone simultaneously. You can try to grab the Beholder’s attention when you’re engaged in martial art and then get it to fixate the cone in your direction. At the same time, the casters flutter out on the other side.
If your group has multiple players, keep them apart from one another so that in the event of a disaster, only one person is blocked.
Also, bring a lot of healing. Between the famous action rays, a beholder could deal out a massive amount of damage if it rolls properly. It is also important to be equipped with at least a few methods to deal with petrification. The power of a few healing spells can distinguish between life and death in a fight between beholders.
Beholder Antimagic Cone 5e
The Beholder’s gaze flits across your body as you stare at them. You feel exhausted and your body full of fear. You’ve fought dragons and demons that swarmed from the depths of hell, and you have experienced terror in all forms; however, this is the first time you feel a new terror. The same spell you have ever experienced goes away like dust blowing in the air.
Or
When the eye of the strange beast flits through the air, you experience the twang of a mysterious void in your body, which is at times painful and inexplicably as it slowly dawns on you. You feel a sense of eternal loneliness and grief. Similar to the loss of sight or smell, it takes an instant to realize the sudden loss of sight, and everywhere you look, there is a faint sound of magic that you’d been able to experience and cherish, as the tender kiss of a loving partner disappears like a fleeting thought.
Finally
The gaze will eventually move towards you. Much like a blast of cold wind, the magic reverberates to your body. Its energy is filling you with the sweet water of an oasis in the desert. There are stories and stories about the horrors of being a beholder in dnd 5e. They do not give it full justice.
What happens when the Beholder puts its antimagic cone onto the target affected by the rays of its eyes?
It’s said that the eye’s rays will not operate within the antimagic cone area. The nonmagical effects caused by its eye rays, such as damage, remain. The spell description of Beholder 5e dnd states that spells overlapping, such as Wall of Fire, have gaps between the spell. Still, you could think or DM rule that the nonmagical fire and heat within 10 feet of it on the other side is still there. You can surround the cone of 10 feet with a 20 ft sphere of flames aimed towards the inside, and you’re being burnt alive. When you leave, this circle disappears from the spot you and your sphere walk, however.
The effects of antimagic fields A spell that is an active or magical effect that affects an object or a creature within the sphere is canceled when the object or creature is within it. The creature or object summoned or possibly created through magic fades away from the sphere for a short time. The creature appears when the area it occupies is no longer in the area.
What does the Beholder possess 5e?
Charm, paralyze, and fear and enervation. Sleep, telekinetics, petrification, disintegration, death, and charm.
Effects of charm, slowing down, and paralyze will be reduced when the target is lowered into the antimagic cone. After they leave it, but the effect persists, the effect will resume. It is entirely up to the DM whether the Beholder is at an upper limit on the amount of concentration they can remain in effect (meaning that they could lose their charm) and if players make a save roll at the beginning of their turn, regardless of being not affected by the charm. Telekinetic targets are liable to suffer 3d6 bludgeoning damages.
Effects of enervation and disintegration and death rays don’t disappear because they occur instantly and do not create a magic effect to keep them.
According to what is said to occur to summoned creatures natural effects triggered by magical methods remain suppressed. Sleep and anxiety will go away when the person is in the field, but they will reappear once they leave the field. Before your players even ask for a no, they won’t receive another saving throw in the next turns. If fear prompts them to go away from the field and break the fear, it disappears. However, when once they are 5 feet back away from the field. They are again scared but without an additional saving throw to the effect of up to six saving throws in turn, with 5 ft full steps and a soaring.
The issue is petrification. Similar to summoning, it needs to be removed to return after leaving the antimagic realm, and the Beholder’s ray does not have a three-turn duration, so there’s no issue of being unsure if you’ll get three death save-ish rounds of petrification each time you leave the field. But you can argue that the process of reverting to the flesh is magic in and of itself, so it cannot be done since stone isn’t magic and its effect is lasting.
As a resolution, I typically suggest that the Beholder choose reverted petrification should they have the option. They are distrustful of everyone, even their minions. If they could make them fear their minions so that they can both eliminate the harm they cause and their desire for food, it would be a huge bonus. When combat gets underway, all the minions of the group would be magically repelled back to flesh, and they would fight for the honor of the Beholder.
Remember this: the Beholder is extremely smart. The statblock might be able to say “at random”; however, it is a shame to degrade this amazing aberration if they could not even control their bodies. Instead, they control the kind of rays that they release 1d4 enervation, disint, Petri, or death, charm and telekinetic with the click of a button (former they employ to open doors, etc. as well as their RP interplay capability) as well as the other four are their 1d4 rolling. This way, the Beholder will be able to plan for the possibility of striking someone in fear, which will instantly hit the field of antimagic when trying to kill the nonmagical PC.
How can you beat the Beholder 5e?
When you’re fighting a Beholder when fighting a Beholder, you should remain close to each other and must remain within the AM field. So, it doesn’t have to shut off to strike you with Rays. Keep firing while you influence people’s actions in preparation to strike it when the field gets smaller.
What is the best way to end the Beholder’s life when playing D&D?
Beholders make use of eye magic. As long as they aren’t able to be seen, they aren’t able to harm them, which is why it’s possible to sneak by them by using a cloak of invisible. However, be sure not to be visible to the primary eye since magical objects seen by it stop functioning.
Can you reverse the Beholder’s antimagic cone simply by covering its eye?
The Beholder’s central eye creates an antimagic area like”the antimagic-field spell within a 150-foot cone. And an antimagic field spell states that it is the “invisible sphere,” with no hint that it will get blocked by a wall, etc. But there isn’t any wording in the spell to suggest that it is excluded from the standard rules of “area of effect” spells.
The effect of a spell expands by straight lines starting from the point of its origin. Suppose there is no straight line that’s unblocked runs from where the line is of origin to an area within the effect range. The location won’t be considered part of the spell’s zone. To stop one of these lines, your obstruction needs to be completely covered.
It’s a little unclear. However, it’s likely to work.
One thing to be aware of immediately is that the rules regarding areas of effect are about spells. Things that aren’t considered spells. I’d certainly think these rules also apply to areas of effects created by monsters. However, that is my personal preference as a GM.
In this instance, we do know this (emphasis mine):
The Beholder’s central eye forms an antimagic area as in the antimagic spell in a cone of 150 feet.
But, unfortunately, this does not mean that what the Beholder is performing is a spell or that it complies with all rules of spells. If the GM decides that the Antimagic Cone ability requires an unblockable path to attack anyone, then covering the Beholder’s eyes (by any method accessible) could block the Antimagic Cone from inflicting harm on creatures. However, it’s the word “if” in there; and the GM is not required to make this decision.
I’ve considered the non-spell Areas of Effect to adhere to the rules of Areas of Effect found within the Spellcasting section of the Player’s Handbook. In this regard, I’d let a group break the Antimagic Cone only if they were able to conceal the eyes of the Beholder.
Details
No creature’s as iconic and unique in Dungeons & Dragons as the Beholder. Nothing spells D&D as a terrifying floating eyeball, and they’ve been a pillar of all bestiaries since the beginning of the first version. There’s more to these creatures than what meets the eye.
Beholders bring back the days before detailed background for all monsters. Monsters are only there because they exist. Their real origins remain obscure, but they became fleshed out to the point that we encounter them. Beholder magic bends realities around them in strange ways, particularly during their sleep. If a beholder dreamed about another one, a brand new one appears. The result is usually fighting to the death. However, it’s because there’s nothing else that is more sly and clever than the beholders.
Beholders are extremely smart and, in general arrogant. Every Beholder believes that they are superior to all other species and that they are the best Beholder. Beholders see all others as inferior beings, and at best, serve as minions or worse, as food.
Beholder Stat Bloc
These are the figures for the typical “beholder.” However, many wonderful variants can be used to cover less serious threats, such as the Gazer and the Spectator and the Gauth or the terrifying Death Kiss. Think of the Beholder as the highest point and then use the “lesser beholders” if you desire a beholder-like encounter at lower levels.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 14 (+2) | 18 (+4) | 17 (+3) | 15 (+2) | 17 (+3) |
Saving Throws | INT +8 | WIS +7 | CHA +8 |
- Large aberration, lawful evil
- Armor Class 18 (natural armor)
- Hit Points 180 (19d10 + 76)
- Speed 0 ft., fly 20 ft. (hover)
- Skills Perception +12
- Condition Immunities Prone
- Senses Darkvision 120 ft., Passive Perception 22
- Languages Deepspeech, Undercommon
- Challenge 13 (10,000 XP)
Antimagic Cone. The 5e Beholder’s central eye creates an antimagic area similar to the antimagic field spell, a 150-foot cone. When it begins each turn, the Beholder determines which direction the cone is facing and if it is inactive. The cone’s area is a threat to the Beholder’s own eyes.
ACTIONS
Bite. Melee Weapon Attack 5 points to hit, 5 feet. Hit 14 (4d6) perforating damage. One goal.
Eye Rays. The Beholder shoots three of the eye rays listed below randomly (reroll duplicates), selecting one of three targets it can see within 120 feet:
Charm Ray. The creature being targeted must succeed in a DC 16 Wisdom saving throw or be enthralled by the person who holds it for an hour up to the point that Beholder injures the creature.
Paralyzing Ray. The targeted creature must succeed in the DC 16 Constitution saving throw or be paralyzed for one minute. The target may make the save after each round and end the effect upon the success.
Fear Ray. The creature being targeted must succeed in a DC 16 Wisdom saving throw or be terrified for one minute. The target may make the same save after each turn and end the effect after the success.
Slowing Ray. The creature being targeted must be successful in a DC 16 Dexterity saving throw. In the event of a failed save, the target’s speed is reduced by half for one minute. Additionally, the creature cannot react and may take action or bonus action during its turn, but not both. The creature can repeat the save after each turn and end the effect if it is successful.
Petrification Ray. The target is required to take a Dexterity DC 16 savings roll. In the event of a missed save, the creature will become stone and then is restricted. The creature must make a second throwing of the saving conclusion of the next round. If it succeeds, the effect ceases. In the event of a defeat, the creature will be trapped until released with the more powerful restoration spell, another magic.
Disintegration Ray. If the target is a creature, it must make a DC 16 Dexterity saving throw or suffer damage to 45 (10d8). If the damage decreases the creature’s hit points, the body turns into a cloud made of fine gray dust. When the object is a larger or smaller nonmagical item or a creation of magic force, it will be destroyed without saving. If the object is a Huge or larger object or the creation of magic force, the ray can break apart the 10-foot cube it is made of.
Death Ray. The targeted creature must be successful in a DC 16 Dexterity saving throw or suffer 55 (10d10) necrotic damage. The target will die if Ray reduces it to 0 hit points.
Enervation Ray. The target creature must make a DC 16 Constitution saving throw and suffer 36 (8d8) necrotic damage for an unsuccessful save or half as much damage upon a successful save.
Telekinetic Ray. If the object is a creature, it must be successful on a DC 16 Strength saving throw, or the Beholder can move it 30 feet in all directions. The creature is held to the Beholder’s telekinetic grasp until the beginning of the next turn or until the person holding it becomes incapacitated. If the object is a piece of equipment weighing more than 300 lbs and isn’t being carried or worn or carried, it can be moved for up to 30 to 40 feet, in whatever direction. The Beholder can also manipulate objects by using this ray, such as manipulating a basic tool or opening doors or containers.
Sleep Ray. The targeted creature must be successful in a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target will awake in the event of injury, or another creature acts to bring it back to life. This ray is not a threat to undead and structures.
LEGENDARY ACTIONS
The Beholder can perform three legendary actions by using an Eye Ray option below. It can take only one action of legendary at a given time and only when it is after an opponent’s round. The Beholder can regain the legendary actions when it is at the beginning of the turn.
Eye Ray. The Beholder uses the eye ray to create only one eye ray.
Physically speaking, beholders are round with one large central eye and an enormous toothy maw. Several tentacles terminate in smaller eyes. the “eye-stalks” can act independently and give the animal incredible awareness of its surroundings. Each Beholder displays a unique mixture of textures, colors, eye-stalk lengths, and distinct iris. They do have similar genetic traits in some regions because of their unique method of reproduction of dreams.
USING BEHOLDERS AS A DM
Beholders are boss monsters and should be treated as Beholders as such. Their paranoia and propensity to traps and complex dungeons are a perfect fit for large dungeon crawls.
Technically, you could use a beholder as a straightforward threat in the course of play; however, they’re truly worthy of being considered a real big bad that players will be able to defeat over several sessions. In the beginning, the Beholder can be difficult to fight, and players will need to use the creature’s personality to overcome any challenge.
The use of a beholder in a BBEG can give you a lot of freedom in your plot because beholders can be powerful yet fundamentally insane. Beholders could decide at any moment that they’re the right party to defeat a threat, either real or imagined. Beholders may play with the group with bizarre traps, complicated schemes, or any other idea you think. Beholders are essentially creating a blank check that allows you to create whatever idea pops into your mind.
If the party can gather their strength to confront the Beholder’s abode, Make a big celebration of it. Infest it with strange traps and rooms, the real classic D&D items. Be aware that beholders are floating in the air, which means you can (and should) have rooms designed to allow for flying. Your players must work through it. Be aware of which way your Beholder is “looking” each turn with their antimagic cone.
Beholders of combat are pure fun. The randomness of their attacks ensures that even you don’t know what’s going to take place each time. Try it out, and don’t be scared to alter the eye ray rolls when they keep coming back with death rays. If you wish to go through multiple confrontations, Don’t hesitate to use its paranoia and flight to escape. Beholders are the reason behind the tropes of the villain who is repeated.
How to fight a Beholder 5e?
That is what it’s like, child. You’re looking at the many eyes of the observer. What do you do now? If you don’t have ads to manage (which you could), the priority is to get your casters off their antimagic eye. Although D&D does not have rules for facing, the Beholder cannot show the cone simultaneously. You can try to grab the Beholder’s attention when you’re engaged in martial art and then get it to fixate the cone in your direction. At the same time, the casters flutter out on the other side.
If your group has multiple players, keep them apart from one another so that in the event of a disaster, only one person is blocked.
Also, bring a lot of healing. Between the famous action rays, a beholder could deal out a massive amount of damage if it rolls properly. It is also important to be equipped with at least a few methods to deal with petrification. The power of a few healing spells can distinguish between life and death in a fight between beholders.
Beholder Antimagic Cone 5e
The Beholder’s gaze flits across your body as you stare at them. You feel exhausted and your body full of fear. You’ve fought dragons and demons that swarmed from the depths of hell, and you have experienced terror in all forms; however, this is the first time you feel a new terror. The same spell you have ever experienced goes away like dust blowing in the air.
Or
When the eye of the strange beast flits through the air, you experience the twang of a mysterious void in your body, which is at times painful and inexplicably as it slowly dawns on you. You feel a sense of eternal loneliness and grief. Similar to the loss of sight or smell, it takes an instant to realize the sudden loss of sight, and everywhere you look, there is a faint sound of magic that you’d been able to experience and cherish, as the tender kiss of a loving partner disappears like a fleeting thought.
Finally
The gaze will eventually move towards you. Much like a blast of cold wind, the magic reverberates to your body. Its energy is filling you with the sweet water of an oasis in the desert. There are stories and stories about the horrors of being a beholder in dnd 5e. They do not give it full justice.