D&D General Help with Beholder Eye Ideas

Keaggan

Game Master
Hey all! I could really use some creative minds here.
I'm building a campaign around a cult that stole the literal eyes right out of the world's one and only beholder. It's a setting where there's only a single legendary creature of each type, so these eyes are a really big deal; each one is basically a unique magical artifact. The cult's priests each wear a silver-locked pendant containing one of the eyes, and the party will have to face off against these "minibosses" to reclaim them.
Here's where I'd love your help:
  • - Which 6 beholder eyes would you pick (out of the classic options or your own homebrew ideas), and how could each eye's power shape the cult's vibe, the priest miniboss, and the quest to get it?
  • - What are some wild, thematic encounters or locations that could be built around each eye's theme or magic?
  • - How would you make each eye feel like a true artifact, full of lore, danger, or strange effects?
  • - Any cool twists or traits for the cult priests so each miniboss stands out and feels memorable?
  • - I haven't decided on the order yet, so I wanted to focus on which eyes would be the most interesting.
I want each encounter to feel dark or twisted, and I'm totally open to menessincing, difficult or off-the-wall ideas. Hit me with your best stuff!
 

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Establish lore regarding this solitary beholder - creation or escape from the Outer Realms.
If from the Outer Realms perhaps the users of these artifacts become slightly mad or adopt certain beholder-like tendencies (diet, senses, metamorphosis...etc)

I would not have all of the priests graft or use the eyes as amulets. Develop each user with different personalities and quirks as they are just as important as the artifacts. Also think about what has happened to the cult since they started using these artifacts.

1. Telekinesis - A setting/lair where their appear to be animated inanimate objects, but its just latent telekinetic energy. Characters and their missile fire are repelled and thrown back would be fun, or things hurled at them or shoved on them (tables, chairs, shelf, stack of books...etc). Use the power as a Legendary Action or as a Reaction or Readied Reaction.

2. Fear - Use the setting/lair to highlight this power by playing to the various fear types (acrophobia, gephyrophobia, arachnophobia..etc).
Perhaps their are latent fear energies that last for a moment or more.
Don't be shy to develop lesser condition effects such as Hesitant - disADV on initiative checks.
Perhaps the user of this artifact has become mad or is as calculating as the Scarecrow (Batman)

3. Sleep - This one is fun, the cultists of this lair are all comatose. One struggles to remain awake, PCs are unsure if they are in a dream or reality. The artifact may be sentient, and has taken over. The PCs need to "beat the dream" to awaken to destroy it or fall victim to slumber like its priest.

Anyways...think along these lines.
 
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