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A new look at the beholder
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<blockquote data-quote="mpauna" data-source="post: 3767617" data-attributes="member: 21339"><p>Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p>Yes, with a fly speed of 20' (Good), a beholder can hover in place. Since Good maneuverability has Up/down angles of "Any", a beholder can move vertically, effectively "levitating". Do note however that while down speed is doubled (a beholder can drop down 40' as a move action), the up speed is halved (so a beholder could only "levitate" upwards 10' as a move action).</p><p></p><p></p><p>Yes, that is correct. I will modify the stat blocks to clear this up.</p><p></p><p></p><p>A standard rope has only 2 hit points and 0 hardness. Acid (and sonic) energy attacks deal full damage to most objects, so even an extremely crappy roll of 6 on the 6d6 acid attack of the lesser beholder would easily eat through a standard rope in a single hit. I would likewise rule that force attacks would also do full damage to most objects.</p><p>Since the force effect is loosely based on levitate (at 100 lbs per caster level) or telekinesis (at 25 lbs per caster level), those values would be a good place to start (and I used the 25 lbs for fine manipulation outside of combat). However, as an attack I am patterning the special critical ability more after the Awesome Blow monstrous feat or Snatch monstrous feat or even a ring of the ram. Although weight isn't mentioned in any of these, it might be reasonable to limit the weight to that of the beholder or the beholder's drag limit (figuring equal and opposite reactions), but that seems unnecessarily complex (how much does that target weigh???) and doesn't really add to combat. If, as a DM, you feel that something should get a benefit for being extremely heavy, then so be it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p>In my encounter, the terrain was pretty much just slapped together, so it started out pretty rickety. Easy enough to house rule that a combined acid blast and force blast would be enough to knock over columns or bring parts of the roof down, but I made it very easy for the players to get out of the way (6d6 damage from falling debris, Reflex DC 15 for no damage --- less damage than a cave in).</p><p></p><p></p><p></p><p>OK, I guess I missed something as I was going back and reducing the beholder. Originally I was thinking something like a base deflection bonus of +1, and then adding an additional +1 for every 3 hit dice over 10 (which would have given a deflection bonus of +1 at 12 HD, +2 at 13 HD, up to +5 at 22 HD). Then I decided to simplify it a little bit, but that would flatten out the increase, so I flipped back, and forth, and finally I ended up twisted and entangled <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> I will update the stat block and notes to reflect a +3 deflection bonus at 12 HD.</p><p></p><p></p><p>Yes, the 90-degree arcs are gone. So is the cone effect for the anti-magic eye. Replace with a maximum of two eye rays per target per round. No need to remember where the arc boundaries are or how many eyes have been used for each arc.</p><p></p><p></p><p>Once again, you are welcome and I hope you and your players have a fun time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>Mark P.</p></blockquote><p></p>
[QUOTE="mpauna, post: 3767617, member: 21339"] Thanks :-) Yes, with a fly speed of 20' (Good), a beholder can hover in place. Since Good maneuverability has Up/down angles of "Any", a beholder can move vertically, effectively "levitating". Do note however that while down speed is doubled (a beholder can drop down 40' as a move action), the up speed is halved (so a beholder could only "levitate" upwards 10' as a move action). Yes, that is correct. I will modify the stat blocks to clear this up. A standard rope has only 2 hit points and 0 hardness. Acid (and sonic) energy attacks deal full damage to most objects, so even an extremely crappy roll of 6 on the 6d6 acid attack of the lesser beholder would easily eat through a standard rope in a single hit. I would likewise rule that force attacks would also do full damage to most objects. Since the force effect is loosely based on levitate (at 100 lbs per caster level) or telekinesis (at 25 lbs per caster level), those values would be a good place to start (and I used the 25 lbs for fine manipulation outside of combat). However, as an attack I am patterning the special critical ability more after the Awesome Blow monstrous feat or Snatch monstrous feat or even a ring of the ram. Although weight isn't mentioned in any of these, it might be reasonable to limit the weight to that of the beholder or the beholder's drag limit (figuring equal and opposite reactions), but that seems unnecessarily complex (how much does that target weigh???) and doesn't really add to combat. If, as a DM, you feel that something should get a benefit for being extremely heavy, then so be it :-) In my encounter, the terrain was pretty much just slapped together, so it started out pretty rickety. Easy enough to house rule that a combined acid blast and force blast would be enough to knock over columns or bring parts of the roof down, but I made it very easy for the players to get out of the way (6d6 damage from falling debris, Reflex DC 15 for no damage --- less damage than a cave in). OK, I guess I missed something as I was going back and reducing the beholder. Originally I was thinking something like a base deflection bonus of +1, and then adding an additional +1 for every 3 hit dice over 10 (which would have given a deflection bonus of +1 at 12 HD, +2 at 13 HD, up to +5 at 22 HD). Then I decided to simplify it a little bit, but that would flatten out the increase, so I flipped back, and forth, and finally I ended up twisted and entangled :-) I will update the stat block and notes to reflect a +3 deflection bonus at 12 HD. Yes, the 90-degree arcs are gone. So is the cone effect for the anti-magic eye. Replace with a maximum of two eye rays per target per round. No need to remember where the arc boundaries are or how many eyes have been used for each arc. Once again, you are welcome and I hope you and your players have a fun time :-) Mark P. [/QUOTE]
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