12/2/2023 0 Comments Pathfinder beholder eyes![]() Upon death, a beholder's skeletal structure would become brittle. īeholder 'bones' were incredibly porous and lightweight leather-like cartilage that was visually indistinguishable from their skin, but comparatively weaker, almost having the strength and durability of iron. Upon death, the skin would harden further into a stone-like consistency. The skin of a beholder appeared to be made out of a stony substance, as strong and durable as steel, and just as inflexible. As such, a large amount of information was available on beholder anatomy. ![]() Biology īeholders were omnivorous, genderless aliens, and a subject of great fascination for sages who studied biology and the hunters who attempted to kill them. The effects of this flight resembled those of the wizard spell levitation. īeholders were also capable of flight, in spite of their lack of wings or similar physical features, simply hovering above ground effortlessly. Although beholders lacked the capacity to see color, they had the ability to perceive even in the most darkened environment, under conditions in which a human or similar creature would be rendered blind. īecause their entire body was covered in eyes, beholders had the capacity to see in all directions at once, making it nearly impossible to ambush them while also giving them an unusually high degree of perceptive ability. Most of Toril's beholders had nostrils and jointed, articulated eyestalks. The majority of beholders living on Faerûn had skin colored in cool colors - purples and blues - on the top of their bodies that graduated into earth tones further down. īeholders of the Realms tended to be slightly larger than beholders found on other worlds, growing up to six feet in diameter where on other worlds they would average five feet wide. Because of these features, beholders were occasionally known as "spheres of many eyes" or "eye tyrants," although the latter also referred to a specific type of beholder. ![]() Other than this, the main feature of a beholder's anatomy was its massive, gaping maw. 10.2.7 Organized Play & Licensed Adventuresīeholders were immediately identifiable, being essentially a floating head with one single, cyclops-like eye surrounded by ten smaller eye stalks.Save every turn.ġ3 Create a 20' Fire Wall that lasts 5 rounds.ġ4 Create a 20' Wall of Force that lasts 3 rounds.ġ5 Vulnerability - (No save)Target will have disadvantage the next time it is hit by an eye beam that requires a save from this beholder.ġ6 Exhaustion - (No save) Target immediately moves to Exhaustion Level 3 (unless more exhausted - this one is intentionally mean - should be a con save to be fair)ġ7 Nausea - (No save) Disadvantage on all ability checks and attack rolls until the end of your next turn.ġ8 Invisibility (No save) Target is invisible for 3 rounds (or until they attack or cast a spell).ġ9 Flight (No save) Target can fly with a speed of 60 for 3 rounds.Ģ0 Teleport (No save) Target immediately gains the benefit of a Misty Step spell. ![]() Save at the end of each turn.Ġ6 Confusion (Wis)As the spell, but must make 2 saves to end it if you fail the initial save.Ġ7 Gnat (Con) You're polymorphed into a gnat, as the polymorph spell.Ġ8 Levitate (Con) As the spell, but you must make 2 saves to end if you fail the initial save.Ġ9 Acid Blast (Dex) The target and all adjacent creatures take 6d10 acid damage, save for 1/2.ġ0 Wrap (Dex) The target is sheathed in force and unable to move (or be attacked) until it makes a save.ġ1 Condensed Air (Str) Grappled by Air, DC20 to break/escape with Athletis or Acrobatics.ġ2 Gravity Well (Str) Until you make a Str save you are captured under heavy gravity - incapacitated. Lasts until the end of your next turn.Ġ5 Domination (Wis) Charmed, and you must follow the mental orders of the beholder. You become an ethereal spirit standing above your body that can't interact with your current plane until you make a save at the end of your turn.Ġ3 Phantasmal Killer (Int) As the spell, but an Intelligence Save.Ġ4 Psychic Blast (Int) Stunned, 4d10 damage. I usually use 5 standards and then 5 'originals'.Ġ8 Petrification (Dex - or Con - I use Con)Ġ1 Banishment (Chr) - If not from this plane, banished home, If from this plane, repeat save to come back, incapacitated until you come back.Ġ2 Sever Spirit (Chr) - Your spirit is forced from your body. giving each one a distinct suite of terror. I've always been a fan of making each beholder have their own suite of eye rays. ![]()
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