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
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Description

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 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!

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. 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. 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.

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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. 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 (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. 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.

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. 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. 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.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: Central Eye (minor; at will) Ranged 20; +25 vs Will: the target is dazed until the end of the beholder’s next turn. 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.

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. 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). Withering Ray (Necrotic): Ranged 10; +22 vs Fortitude; 1d8+9 damage, and ongoing 10 necrotic damage (save ends).

Item details

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.

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. 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: 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). 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 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. 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. 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.



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