Beholder tactics: Standard actions & flyby attacks

Jhaelen

First Post
Hi everyone,

I'm currently preparing an encounter with a beholder (and a bunch of duergar minions) for my game and I've been trying to figure out good uses for their Standard action (which they [apparently] don't really need for anything) and their flyby attack.

Regarding the Standard action, all I've come up with is:
- use it to make a double move (doh!)
- use a ready action to shoot another three eye rays when anyone enters a 90° arc that the beholder didn't attack on its turn
- use the total defense action

I'm a bit puzzled about their flyby attack feat which seems to be rather useless since they don't have any decent attack requiring a standard action. Should I just swap it for something more useful or am I overlooking something?

Maybe I should add the party already knows that there's a beholder nearby, so they've been able to prepare for the encounter. So far, they've been mostly using ready actions hoping to kill the beholder as soon as it shows up, before it gets a chance to use any eye-rays.
 

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Runestar

First Post
Beholders can bite as a standard action...

If you wish, lords of madness has some interesting options for beholders, such as feats to let them shape their anti-magic cone into a disjunction ray (a standard action) or to have it affect only a single target.

They can also apply metamagic to their eye rays (a standard action) or use telekinesis to activate a magic item (also a standard action). :)
 
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frankthedm

First Post
Hmm, need any advanced beholders? Decide for yourself if you feel eye rays have to be improved by feats individually "Ability focus Disintegrate Eye ray" or if one feats affects all the rays because they trigger from the same SA entry "Ability focus Eye ray".

[sblock=Dungeonbred Beholder, Medium Aberration]Dungeonbred Beholder
Medium Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +3 Dex, +13 natural), touch 14, flat-footed 23
Base Attack/Grapple: +8/+6
Attack: Eye rays +11 ranged touch and bite +1 melee (2d4-2)
Full Attack: Eye rays +11 ranged touch and bite +1 melee (2d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 6, Dex 16, Con 18, Int 17, Wis 15, Cha 15
Skills: Hide +17, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks)
Feats: Alertness(b), Endurance(b) Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 13
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 12-16 HD (medium); 17-33 HD (large)

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 19 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison. [/sblock]Here is a slightly advanced beholder that shouldn't die on the first hit.
[sblock=15 HD Durable Dungeonbred Beholder]
Durable Dungeonbred Beholder
Medium Aberration
Hit Dice: 15d8 +60 +15 (142 hp & Die Hard)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +3 Dex, +13 natural), touch 14, flat-footed 23
Base Attack/Grapple: +11/+9
Attack: Eye rays +14 ranged touch and bite +4 melee (2d4-2)
Full Attack: Eye rays +14 ranged touch and bite +4 melee (2d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +11, Ref +8, Will +11
Abilities: Str 6, Dex 16, Con 18, Int 17, Wis 15, Cha 16
Skills: Hide +21, Knowledge (arcana) +17, Listen +22, Search +25, Spot +26, Survival +2 (+4 following tracks)
Feats: Alertness(b), Endurance(b), Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will, Improved toughness, Die Hard.
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 14
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 16 HD (medium); 17-33 HD (large)

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 22 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison.[/sblock]

And here is how I imagine how a medium beholder's firing arcs work on the grid system



They could not stay medium forever. 2 Lords of madness feats, easily swapped out if you don't want to use them. [sblock=19 HD Bloated Dungeonbred Beholder]
Bloated Dungeonbred Beholder
Large Aberration
Hit Dice: 19d8 + 114 + 19 (218 hp & Die Hard)
Initiative: +5
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +2 Dex, +15 natural, -1 size), touch 12, flat-footed 24
Base Attack/Grapple: +14/+20
Attack: Eye rays +15 ranged touch and bite +10 melee (2d6+1)
Full Attack: Eye rays +15 ranged touch and bite +10 melee (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +15, Ref +8, Will +13
Abilities: Str 14, Dex 14, Con 22, Int 17, Wis 15, Cha 17
Skills: Hide +20, Knowledge (arcana) +17, Listen +22, Search +21, Spot +28, Survival +2 (+4 following tracks), Tumble +13
Feats: Alertness(b), Endurance(b), Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will, Improved toughness, Die Hard, Agile tyrant[LoM], Focused Antimagic [LoM].
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 16
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 16 HD (medium); 17-33 HD (large)

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 24 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison.

Agile Tyrant [Lords of Madness] Prerequisite: True beholder or beholderkin. Benefit: The creature can direct an extra eye ray into a single 90-degree arc.

Focused Antimagic. [Lords of Madness] Prerequisite: Beholder with functional antimagic ability. Benefit: The creature can reduce the cone-shaped area of effect of its central eye to target a single creature or object. The target must be within range of its normal cone-shaped effect (150 feet).


If you chose not to use these feats, change the feats to Weapon focus (Eye Ray) and Improved Critical (Eye Ray)[/sblock]Nearing the end of the road. This one has the Disjoining beam from Lords of madness so be sure to use it. If you don’t want to use it, be sure to swap it out with another feat. Use Combat expertise and Fighting defensively to raise the Touch AC as much as you can -9 to hit, +8 AC. Use tumble to get out of threatened area as needed. This thing will still die if it get cornered into melee. If needed use the disintegrate beam for escaping rather than attacking.
[sblock=27 HD Champion Dungeonbred Beholder]
Champion Dungeonbred Beholder
Large Aberration
Hit Dice: 27d8 + 162 + 27 (310 hp & Die Hard)
Initiative: +5
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +2 Dex, +15 natural, -1 size), touch 12, flat-footed 24
Base Attack/Grapple: +20/+26
Attack: Eye rays +21 ranged touch and bite +16 melee (2d6+1)
Full Attack: Eye rays +21 ranged touch [x2 crit] and bite +16 melee (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +17, Ref +11, Will +17
Abilities: Str 14, Dex 14, Con 22, Int 17, Wis 15, Cha 19
Skills: Hide +28, Knowledge (arcana) +17, Listen +26, Search +25, Spot +32, Survival +2 (+4 following tracks), Tumble +15
Feats: Alertness(b), Endurance(b), Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will, Improved toughness, Die Hard, Agile tyrant[LoM], Focused Antimagic [LoM], Improved Critical (Eye Ray), Disjunction Ray, Combat Expertise.
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 28-33 HD (large)

In addition to Common and Beholder, this particular beholder also speaks Dwarven, Elven, Giant, Infernal, Terran, Goblin, Undercommon and Draconic.

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 29 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison.

Agile Tyrant [Lords of Madness] Prerequisite: True beholder or beholderkin. Benefit: The creature can direct an extra eye ray into a single 90-degree arc.

Focused Antimagic. [Lords of Madness] Prerequisite: Beholder with functional antimagic ability. Benefit: The creature can reduce the cone-shaped area of effect of its central eye to target a single creature or object. The target must be within range of its normal cone-shaped effect (150 feet).


Disjunction Ray [Lords of Madness] Prerequisites: Cha 19, Focused Antimagic, beholder with functional antimagic ability. Benefit: As a standard action, the creature can reduce the cone-shaped area of effect of its central eye’s antimagic cone down to a razor-thin eye ray. If the creature hits a magical effect or magic item with this narrowed eye ray, it disjoins the effect or item as if it had cast Mage’s disjunction on the effect or item.[/sblock]Hear is the end. It might survive a few hits, but don’t chance it. Dance and blast the party from as far away as possible. and for god’s sake, remember that the rays fire as a free action! Shoot and run! Break LOS! The Beholder only needs LOS and LOE once during a run to shoot his beams. It does not just know its terrain, It shapes it’s terrain.
[sblock=33 HD Hunter Killer Dungeonbred Beholder]
Hunter Killer Dungeonbred Beholder
Large Aberration
Hit Dice: 33d8 + 198 + 33 (379 hp & Die Hard)
Initiative: +5
Speed: 5 ft. (1 square), fly 20 ft. (perfect)
Armor Class: 26 ( +2 Dex, +15 natural, -1 size), touch 12, flat-footed 24
Base Attack/Grapple: +20/+26
Attack: Eye rays +21 ranged touch and bite +16 melee (2d6+1)
Full Attack: Eye rays +21 ranged touch [x2 crit] and bite +16 melee (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight
Saves: Fort +17, Ref +15, Will +17
Abilities: Str 14, Dex 14, Con 22, Int 18, Wis 15, Cha 20
Skills: Hide +25, Knowledge (arcana) +24, Listen +22, Search +36, Spot +36, Survival +32 (+34 following tracks), Tumble +15
Feats: Alertness(b), Endurance(b), Ability focus (eye rays), Great Fortitude, Improved Initiative, Iron Will, Improved toughness, Die Hard, Agile tyrant[LoM], Focused Antimagic [LoM], Improved Critical (Eye Ray), Disjunction Ray, Combat Expertise, Lightning reflexes, Track.
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 20
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 28-33 HD (large)

In addition to Common and Beholder, this particular beholder also speaks Dwarven, Elven, Giant, Infernal, Terran, Goblin, Undercommon and Draconic.

Antimagic cone(Su): See the Beholder entry in the Monster Manual for more information.

Eye Rays (Su): Each of a beholder's ten small eyes can produce a magical ray once per round as a free action. The DCs for this specimen’s rays is 33 due to ability focus (eye rays). See the Beholder entry in the Monster Manual for more information.

All-Around Vision (Ex): A beholder's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked.

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range.

Easy Maintenance (Ex): Needs food and water as if one size smaller. Does not need exotic diet.

Hardy (Ex): +2 racial bonus on saves vs. disease and poison.

Agile Tyrant [Lords of Madness] Prerequisite: True beholder or beholderkin. Benefit: The creature can direct an extra eye ray into a single 90-degree arc.

Focused Antimagic. [Lords of Madness] Prerequisite: Beholder with functional antimagic ability. Benefit: The creature can reduce the cone-shaped area of effect of its central eye to target a single creature or object. The target must be within range of its normal cone-shaped effect (150 feet).


Disjunction Ray [Lords of Madness] Prerequisites: Cha 19, Focused Antimagic, beholder with functional antimagic ability. Benefit: As a standard action, the creature can reduce the cone-shaped area of effect of its central eye’s antimagic cone down to a razor-thin eye ray. If the creature hits a magical effect or magic item with this narrowed eye ray, it disjoins the effect or item as if it had cast Mage’s disjunction on the effect or item.[/sblock]
 
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Jhaelen

First Post
@Runestar: Thanks for the clarification and the article link. I've already been using the makeover ogre mages but didn't remember there had been a makeover for beholders. Nice, indeed! :)

@frankthedm: Wow, lots of great stuff! :D
The 3d images for the arcs have been quite helpful. I'm going to save the advanced versions for later encounters, though (there's one other encounter involving a single beholder later in the adventure). It's always good to have something at hand to 'escalate' things. I especially like the bloated dungeonbred one since it's still within the current EL budget.
 

Shin Okada

Explorer
Beholder can use magic items. See Lords of Madness for detail about magic item slots. You can let a beholder use a standard action to activate an item.

You can also apply template which gives standard-action special attacks. Say, half-dragon, half-elemental, half-fiend and such.
 

NewJeffCT

First Post
Kicking this back up to the top, but the monster descriptor for the beholder says "eye rays" for its attacks, even for a regular attack. It does not say the singular "eye ray" - can it use each of its 10 eye rays per round - essentially giving it 12 attacks (10 small eye rays, 1 anti-magic ray and 1 bite) per round? Is that correct?
 

Theo R Cwithin

I cast "Baconstorm!"
Kicking this back up to the top, but the monster descriptor for the beholder says "eye rays" for its attacks, even for a regular attack. It does not say the singular "eye ray" - can it use each of its 10 eye rays per round - essentially giving it 12 attacks (10 small eye rays, 1 anti-magic ray and 1 bite) per round? Is that correct?
Yes, iirc. The limitation is that only 3 (I think) eyes can be aimed in any one direction "forward" "upward" "leftward" etc. So at most, one target can get hit by three eye ray effects.
 

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