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

£6.495
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Beholder's Eye Warlock/Sorcerer Dice Creepy Polyhedral D&D Dice for Dungeons and Dragons and Tabletop RPG's

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

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Price: £6.495
£6.495 FREE Shipping

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Description

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.

Most of the eyestalks all have new abilities and they mostly have to do with undeath and necrotic energy. These new functions include animate dead, continual darkness, two different energy drainrays, a paralysis ray, and before you ask, yes, it still has one little eyestalk that shoots a death spell at you. 2e - Beholder 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. Overseers are one of the strangest variations of the Beholder and they take on the appearance of giant trees with thirteen eyestalks that appear to be branches, three mouths that wrap around the main body, and eight thorn-covered limbs used to hold tools or strike out with. These Beholders are second only to the Hive Mother in the Beholder hierarchy and their eyestalk powers are: Cone of Cold, Dispel Magic, Paralysis, Chain Lightning, Telekinesis, Emotion, Mass Charm, Domination, Mass Suggestion, Major Creation, Spell Turning, Serten’s Spell Immunity,and Temporal Stasis.Examiners are the tool wielding works of the Beholder race, their primary function is the study and creation of magic items. They have no middle eye with a small mouth flanked by four spindly appendages which can be used to grab tools to assist in their work. It has only four spindly eyestalks that can: enlarge/reduce, identify/legend lore, transmute form, and spell reflection.

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 anti-magic ray, projected from it’s central and large eye, is a continuous beam and has a range of 60 feet. If the Beholder sees someone getting ready to cast a spell, it will turn towards that individual to disrupt the spell, though it’s small eyes can not shoot their rays at that person as the anti-magic ray also disrupts their abilities. Another issue for the Beholder is that it cannot turn its main eye up or down as the description states that the ray cannot be aimed above or below the Beholder. 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 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. The Lensmen have a starfish-like, almost humanoid, body with five limbs and it’s main eye and mouth on the ‘chest’ of this creature. Four of its limbs have hands at the end of them, while the fifth is a long tentacle. It uses these hands to wield weapons, preferably some type of polearm, and they are used for cannon fodder and labor. The middle eye will have only one of the following abilities: emotion, heal, dispel magic, tongues, phantasmal force or protections. 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.

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! Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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. Charm Ray. 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.With over 20 variants of the Beholder throughout the editions, the floating eyeball of doom brings with it a long and storied history. From the giant Elder Orb, a massive Beholder skilled in the art of arcane magic, to the Doomsphere, an undead beholder created from the energy of powerful explosions to many other strange forms. The Beholder has a wealth of information and history behind it, and this is going to be a deep and long look into their history. OD&D - Beholder Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: In the Dungeons & Dragons Dungeon Master’s Companion: Book 2( 1984) the Beholder is reintroduced and given a greater description about its abilities and life compared to the previous Monster Manualentries, though the best part about it is that they no longer look like a sad balloon or a weird insect, now they look fearsome and ready to kill. There are a variety of clarifications and simplifications in this new version of the Beholder, ranging from them traveling with their young babies for a year to how far each eye ray’s range is. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



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