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

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Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater rest.oration spell or other magic. 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.

Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. 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. 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. 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.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). 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

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. 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.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

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