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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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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 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

Disintegrate Ray: Ranged 10; +22 vs Fortitude; 2d10+9 damage, and the ongoing 2d20 damage (save ends). Aftereffect: Ongoing 2d6 damage (save ends). Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 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. 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. 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.

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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. 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.

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. 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.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.

Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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. As with all the Beholders, it is the eye rays that make the creature so interesting. In this edition, it can fire off 1d4 eyes per round. The eye rays are as follows:

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. 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). 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: 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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