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Beholder tactics: Standard actions & flyby attacks

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.

Thanks - and, it should be able to use its "minor" eye rays on targets outside of the anti-magic cone, correct?
 

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Thanks - and, it should be able to use its "minor" eye rays on targets outside of the anti-magic cone, correct?
AFAIK, the minor eye rays can be aimed "forward" just like the anti-magic cone, but of course they do nothing if the cone is active.

But the big eye can be open/closed, shutting the anti-magic cone on/off (i think as a free action once per round, just like the other eyes), so Mr. Beholder can use a small eye ray to hit something in the "forward" quadrant-- it just requires a little coordination between the minor eyes and the big one.

And outside the "forward" quadrant, anything goes as long as the 3-eyes-per-quadrant rule is observed, regardless of the on/off state of the big eye.
 
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AFAIK, the minor eye rays can be aimed "forward" just like the anti-magic cone, but of course they do nothing if the cone is active.

But the big eye can be open/closed, shutting the anti-magic cone on/off (i think as a free action once per round, just like the other eyes), so Mr. Beholder can use a small eye ray to hit something in the "forward" quadrant-- it just requires a little coordination between the minor eyes and the big one.

And outside the "forward" quadrant, anything goes as long as the 3-eyes-per-quadrant rule is observed, regardless of the on/off state of the big eye.

And, it can use the telekinesis "violent thrust" maneuver with one eye to toss something heavy at somebody within the anti-magic zone. A nice 15d6 damage (avg of 52) is pretty nasty when you have no magical buffs on you. (assuming my beholder is a bit higher level than standard)
 
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And, it can use the telekinesis "violent thrust" maneuver with one eye to toss something heavy at somebody within the anti-magic zone. A nice 15d6 damage (avg of 52) is pretty nasty when you have no magical buffs on you. (assuming my beholder is a bit higher level than standard)
Sweet! Yoinked!

Hmmm... Now that I think about it, can't you increase that to 20d6 if you have enough ceiling space: telekinesis a heavy-ish object (>200lb) to 200 ft up & drop it. Infortunately the limit is 375lb. So maybe a really strong flying minion can drop 400 or 800 lbs from 100 or 50 ft. Or something... >8]
 

And, it can use the telekinesis "violent thrust" maneuver with one eye to toss something heavy at somebody within the anti-magic zone. A nice 15d6 damage (avg of 52) is pretty nasty when you have no magical buffs on you. (assuming my beholder is a bit higher level than standard)
Grmbl... that's exactly what I was planning to do in my encounter! The beholder even has a convenient pile of rubble nearby.

I purposely refrained from posting the idea since one of my players started to visit the boards again :(
 

Grmbl... that's exactly what I was planning to do in my encounter! The beholder even has a convenient pile of rubble nearby.

I purposely refrained from posting the idea since one of my players started to visit the boards again :(

Sorry about that - hopefully they won't read the specific thread. And, if they do, they won't metagame it too badly.
 

Don't forget, you can use telekinesis to disarm, too. Beholder's CL + stat vs. the target's attack bonus -- strip away bows, staves, etc. Bonus points if you hit flying PCs, so that the gear doesn't land right next to 'em.
 

Sorry about that - hopefully they won't read the specific thread. And, if they do, they won't metagame it too badly.
Well, how's the saying? Great minds think alike? ;)

And while I guess my player has seen this thread (he was hinting at something I'd written) I trust it won't affect his actions. We also stopped playing mid-combat because a rule-question* came up, so we'll start with the beholder's action first thing next session :)

*: I was unsure if a character's psionic weapon feat would work in the antimagic cone and looking it up afterwards found out that _all_ psionic feats count as supernatural and thus do not work.

Another thing I had forgotten about was that beholders cannot be flanked, which means the ranger's alternate class ability from PHB2 wouldn't have been of any use for the party's rogue. But I guess that's balanced by the ranger player forgetting to apply his aberration-bane bonus damage...
 

And, I hear you on the rules issues - there is always something I'm forgetting at these higher levels in terms of powers, abilities, feats, magic items, class abilities, racial abilities, etc.
 

It would be easier for me to count the number of high-level fights I GMed where I didn't forget something.

Heck, the big climactic battle of the campaign -- 20th level PCs vs. Ashardalon, had a couple of months to prepare for it, thanks to unforseen circumstances. I still forgot about the dragon's ring of spell turning (greater? something like that) when the greater dispel magics were targeted at him.

I did remember it for the polar ray, disintegrate, and dimensional anchor, though, so it worked out okay. :D
 

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