Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Beholder Antimagic Ray vs Wiz Antimagic field
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Imaculata" data-source="post: 6824219" data-attributes="member: 6801286"><p>Yes, he can attack while flying, and can attack only 3 times in every arc (be it up, down, left, right, forward, backward). This means that if there are two targets behind him, he can either hit one of them with all 3 rays, or hit one of them with 2 rays, and the other with one. But he can also attack any other targets in the other arcs up to 3 times.</p><p></p><p>Keep in mind though that he only tilts his whole body once during a round, which determines where the anti magic ray will be facing from his central eye. Also keep in mind that he cannot attack any targets in front of him with rays if his central eye is open. Because the anti magic field also suppresses his own magical attacks.</p><p></p><p></p><p></p><p>Also keep in mind that the Beholder only decides once per round if the central eye is open or closed. </p><p></p><p></p><p></p><p>If this sounds scary... it is. Beholders are feared for a good reason. I think a lot of DM's don't read the text well, and don't play them to their max. But if you follow the text literally, it is a very scary opponent. In fact, I can think of no reason why the Beholder wouldn't constantly stay on the move. I don't think a Beholder wants to get into close combat ever. He keeps flying around, avoiding close combat, and staying out of range, while hitting the players with rays constantly.</p><p></p><p></p><p></p><p>That is up to you. If there is nothing to grab hold of, then you can decide not to allow a reflex save. Or if the walls are slippery, then you could raise the DC to 20. But anyone that can tumble should always be allowed to do so to reduce the fall damage. After all, that is what that skill is for.</p><p></p><p></p><p></p><p>That is entirely up to you. If they are falling down a skyscraper, then they have plenty of time for a standard action. But if it's a drop from a castle wall, or lower, then I would personally only allow free actions.</p><p></p><p>And don't forget to abuse the terrain like crazy. A beholder loves using Telekinesis to launch adventurers off platforms, and flying too high for the melee characters to reach him. His flyby attack allows him to fly to a position where he has cover from ranged attacks (such as behind a pillar) while still hitting the players with attacks as he passes through their line of sight. Beholders are intelligent opponents, that won't fall for player trickery easily, nor are they likely to act suicidal, unless they are desperately protecting something.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6824219, member: 6801286"] Yes, he can attack while flying, and can attack only 3 times in every arc (be it up, down, left, right, forward, backward). This means that if there are two targets behind him, he can either hit one of them with all 3 rays, or hit one of them with 2 rays, and the other with one. But he can also attack any other targets in the other arcs up to 3 times. Keep in mind though that he only tilts his whole body once during a round, which determines where the anti magic ray will be facing from his central eye. Also keep in mind that he cannot attack any targets in front of him with rays if his central eye is open. Because the anti magic field also suppresses his own magical attacks. Also keep in mind that the Beholder only decides once per round if the central eye is open or closed. If this sounds scary... it is. Beholders are feared for a good reason. I think a lot of DM's don't read the text well, and don't play them to their max. But if you follow the text literally, it is a very scary opponent. In fact, I can think of no reason why the Beholder wouldn't constantly stay on the move. I don't think a Beholder wants to get into close combat ever. He keeps flying around, avoiding close combat, and staying out of range, while hitting the players with rays constantly. That is up to you. If there is nothing to grab hold of, then you can decide not to allow a reflex save. Or if the walls are slippery, then you could raise the DC to 20. But anyone that can tumble should always be allowed to do so to reduce the fall damage. After all, that is what that skill is for. That is entirely up to you. If they are falling down a skyscraper, then they have plenty of time for a standard action. But if it's a drop from a castle wall, or lower, then I would personally only allow free actions. And don't forget to abuse the terrain like crazy. A beholder loves using Telekinesis to launch adventurers off platforms, and flying too high for the melee characters to reach him. His flyby attack allows him to fly to a position where he has cover from ranged attacks (such as behind a pillar) while still hitting the players with attacks as he passes through their line of sight. Beholders are intelligent opponents, that won't fall for player trickery easily, nor are they likely to act suicidal, unless they are desperately protecting something. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Beholder Antimagic Ray vs Wiz Antimagic field
Top