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Memorable Beholder solo encounters?
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<blockquote data-quote="77IM" data-source="post: 7515584" data-attributes="member: 12377"><p>My players fought a souped-up beholder a couple of weeks ago. In the center of the room was a 25-foot-wide disintegration pit (if you touch it, 10d6+40 damage; Dex save for half, and if it reduces you to 0, you are disintegrated). That really made a the telekinesis ray a lot more useful. The beholder only managed to kill one PC -- a wizard who had cast <em>fly</em> and was foolishly hovering over the disintegration pit, when the anti-magic eye turned towards him.</p><p></p><p>I wish I had included more cover in the room, like columns or something, to break line of sight between the beholder and the more serious PCs. That might have cost me some Legendary eye-ray opportunities, but I think it would have been worth it. Holes in the ceiling that the dude can pop in and out of would have been good. Instead, one of the PCs managed to climb a wall (<em>slippers of spider climb</em>) and knock the beholder down to ground-level so that the others could dogpile him.</p><p></p><p></p><p></p><p>EDIT: I attached my souped-up beholder stats. The main problem with beholders, mechanically, is that their hit points are terribly low for a solo fight. I elected to give this guy a Healing Ray that he could use to zap himself for +40 HP, which came in handy, except that I didn't roll it very often. Also, defensive magic items are very useful.</p><p></p><p>The PCs don't realize it, but this particular beholder is still alive, via the <em>clone</em> spell. The whole encounter was a setup to help him fake his own death. (They had plenty of opportunity to figure this out, they just persistently ignored the clues I dropped instead of following up.)</p></blockquote><p></p>
[QUOTE="77IM, post: 7515584, member: 12377"] My players fought a souped-up beholder a couple of weeks ago. In the center of the room was a 25-foot-wide disintegration pit (if you touch it, 10d6+40 damage; Dex save for half, and if it reduces you to 0, you are disintegrated). That really made a the telekinesis ray a lot more useful. The beholder only managed to kill one PC -- a wizard who had cast [I]fly[/I] and was foolishly hovering over the disintegration pit, when the anti-magic eye turned towards him. I wish I had included more cover in the room, like columns or something, to break line of sight between the beholder and the more serious PCs. That might have cost me some Legendary eye-ray opportunities, but I think it would have been worth it. Holes in the ceiling that the dude can pop in and out of would have been good. Instead, one of the PCs managed to climb a wall ([I]slippers of spider climb[/I]) and knock the beholder down to ground-level so that the others could dogpile him. EDIT: I attached my souped-up beholder stats. The main problem with beholders, mechanically, is that their hit points are terribly low for a solo fight. I elected to give this guy a Healing Ray that he could use to zap himself for +40 HP, which came in handy, except that I didn't roll it very often. Also, defensive magic items are very useful. The PCs don't realize it, but this particular beholder is still alive, via the [I]clone[/I] spell. The whole encounter was a setup to help him fake his own death. (They had plenty of opportunity to figure this out, they just persistently ignored the clues I dropped instead of following up.) [/QUOTE]
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