Kerrick
First Post
So I read Mike Mearls' article. While I agree that the thing did need an overhaul, once again I think he went about it the wrong way. He did do better this time than with the rust monster, as someone mentioned, but FWIW, here's my take on the beholder.
I don't really see the problem here - it's got eyes on all sides, and unlike the 1E beholder, it doesn't specifically state where each eyestalk is located (or even if the beholder can't use a given eyestalk for all rays).
Here's a simple solution: the beholder can aim only half of its eyestalks in a given direction (front, left flank, right flank, rear) at any given time, meaning it can target a given person with only five rays - if there's a group in front of it, that means it can only bring six eyes (five stalks and the central eye) into play, limiting its options severely. The central eye can only be used against opponents to the front. It's all common sense, really.
No, it relies on two rolls - the ranged touch to hit the target in the first place, AND the Will save to resist. If both rolls go against the PC, it's entirely fair to make him sit out for awhile, IMO.
As for the eyestalks... There are two main problems that I can see:
First off, all supernatural abilities use Con as a modifier, while spell-like abilities use Charisma. Yet somehow, the beholder has Su abilities modified by Charisma, which results in low save DCs for a creature of its CR. But they're all directly based on spells (it even says "Each ... ray resembles a spell cast by a 13th-level caster."*) Since they're already Su powers, let's keep them that way, and change the stat modifier to Con. Not only does this fit the existing mechanic, but it gives them another +2 to the save DCs, for 19 total. Not bad.
Secondly, the antimagic cone. It affects even the beholder's own eye rays? You'd think evolution and natural selection would have weeded out that problem a LONG time ago. I have two suggestions for this one - either make it a greater dispel magic usable as a ray against one target each round, or make a new ability - a single-target antimagic effect that lasts for one round. It's not as powerful as a disjunction - it doesn't destroy magic items - but it renders the target's gear nonmagical and prevents him from casting spells or using magic items, while enabling the beholder to keep its main eye open and not have to worry about interfering with its own powers. Sure, the target can't be affected by the beholder's eye rays for that round, but if I were a beholder, I'd use it on a spellcaster or someone with obvious spell effects, and save the other stuff for other targets, or use the telekinesis ray to toss a boulder at him. I decided to go with the second option - see below.
*Incidentally, the intro section says 14th. Interesting, since the beholder only has 11 HD...
On to the eye powers:
Charm monster: Despite this being a potentially powerful effect (a failed save takes the PC out of the fight, and might even put him on the beholder's side) protection from evil (a first level spell) wards against it, and gives the beholder a reason to have minions. It stays.
Charm person: The beholder's already got charm monster, which is a much better ability. This is redundant - ditch it.
Disintegrate: A good damage-dealing attack, and it also states in their entry that they use it to carve out tunnels in their lairs. It stays.
Fear: This is a powerful ability, but if used in moderation, can add a bit to a battle without overpowering the PCs. We'll keep it for now.
Finger of death: The only true save-or-die effect in the beholder's arsenal, and one it that doesn't really make much sense to have. With the two rolls, this is pretty well balanced, but the beholder can use it every round, which makes it overpowered. Ditch it.
Flesh to stone: This is a dangerous power, but given the fact that a) it requires two rolls to work, and b) it can be reversed, I think it's all right to keep.
Inflict moderate wounds: We've got all these arcane spells, and then this divine spell that serves no real purpose beyond just another damage-dealing device. Ditch it.
Sleep: This ray is completely useless against foes of equal level (and just about useless against even those of lesser level - it only affects 4 HD of creatures). Ditch it.
Slow: One of the few truly useful rays the beholder currently has. Keep it.
Telekinesis: The problem doesn't lie with the beholder, but with the spell - that thing needs to be rewritten, badly. For purposes of this post, we'll say the beholder can either a) apply a sustained force to a single target; or b) pick up one object weighing up to 325 pounds and hurl it against a target within range.
So we've gotten rid of four powers - charm person, finger of death, inflict moderate wounds, and sleep. But how to replace them?
Gauths get scorching ray, so let's give beholders polar ray in place of inflict moderate wounds. 13d6 cold damage is pretty scary - a good deal moreso than a piddly inflict wounds ray.
I'm rather partial to grease, for some reason - it's a great spell for a flying creature to have, and DC 17 is tough to beat for a heavily-armored fighter, which is what a beholder would be targetting with it. Grease and slow are a deadly combination. We'll put that in place of sleep.
Blindness/deafness is another good, low-level effect. Deaf spellcasters have trouble casting, and blind fighters can't see where they're going - combine this with slow, TK, or grease, and you've got yourself a real mess. We'll use this in place of charm person.
And finally, ray of enfeeblement - the perfect foil for the big fighter in the group.
Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.
Now we've got a good mix of abilities - damage-dealing, utility, and defensive - and even though I did invent a semi-new mechanic for the antimagic ray, it's not that hard to understand or use, and maintains some of the beholder's deadliness without interfering with its other abilities.
Mike Mearls said:So, that's problem one. The beholder uses a weird set of rules to give him enough facing for his powers to sort of work.
I don't really see the problem here - it's got eyes on all sides, and unlike the 1E beholder, it doesn't specifically state where each eyestalk is located (or even if the beholder can't use a given eyestalk for all rays).
Here's a simple solution: the beholder can aim only half of its eyestalks in a given direction (front, left flank, right flank, rear) at any given time, meaning it can target a given person with only five rays - if there's a group in front of it, that means it can only bring six eyes (five stalks and the central eye) into play, limiting its options severely. The central eye can only be used against opponents to the front. It's all common sense, really.
Mike Mearls said:Problem two lies in the beholder's powers. Of his ten eye rays, five of them are designed to force a player to sit and watch the game due to a single die roll.
No, it relies on two rolls - the ranged touch to hit the target in the first place, AND the Will save to resist. If both rolls go against the PC, it's entirely fair to make him sit out for awhile, IMO.
As for the eyestalks... There are two main problems that I can see:
First off, all supernatural abilities use Con as a modifier, while spell-like abilities use Charisma. Yet somehow, the beholder has Su abilities modified by Charisma, which results in low save DCs for a creature of its CR. But they're all directly based on spells (it even says "Each ... ray resembles a spell cast by a 13th-level caster."*) Since they're already Su powers, let's keep them that way, and change the stat modifier to Con. Not only does this fit the existing mechanic, but it gives them another +2 to the save DCs, for 19 total. Not bad.
Secondly, the antimagic cone. It affects even the beholder's own eye rays? You'd think evolution and natural selection would have weeded out that problem a LONG time ago. I have two suggestions for this one - either make it a greater dispel magic usable as a ray against one target each round, or make a new ability - a single-target antimagic effect that lasts for one round. It's not as powerful as a disjunction - it doesn't destroy magic items - but it renders the target's gear nonmagical and prevents him from casting spells or using magic items, while enabling the beholder to keep its main eye open and not have to worry about interfering with its own powers. Sure, the target can't be affected by the beholder's eye rays for that round, but if I were a beholder, I'd use it on a spellcaster or someone with obvious spell effects, and save the other stuff for other targets, or use the telekinesis ray to toss a boulder at him. I decided to go with the second option - see below.
*Incidentally, the intro section says 14th. Interesting, since the beholder only has 11 HD...
On to the eye powers:
Charm monster: Despite this being a potentially powerful effect (a failed save takes the PC out of the fight, and might even put him on the beholder's side) protection from evil (a first level spell) wards against it, and gives the beholder a reason to have minions. It stays.
Charm person: The beholder's already got charm monster, which is a much better ability. This is redundant - ditch it.
Disintegrate: A good damage-dealing attack, and it also states in their entry that they use it to carve out tunnels in their lairs. It stays.
Fear: This is a powerful ability, but if used in moderation, can add a bit to a battle without overpowering the PCs. We'll keep it for now.
Finger of death: The only true save-or-die effect in the beholder's arsenal, and one it that doesn't really make much sense to have. With the two rolls, this is pretty well balanced, but the beholder can use it every round, which makes it overpowered. Ditch it.
Flesh to stone: This is a dangerous power, but given the fact that a) it requires two rolls to work, and b) it can be reversed, I think it's all right to keep.
Inflict moderate wounds: We've got all these arcane spells, and then this divine spell that serves no real purpose beyond just another damage-dealing device. Ditch it.
Sleep: This ray is completely useless against foes of equal level (and just about useless against even those of lesser level - it only affects 4 HD of creatures). Ditch it.
Slow: One of the few truly useful rays the beholder currently has. Keep it.
Telekinesis: The problem doesn't lie with the beholder, but with the spell - that thing needs to be rewritten, badly. For purposes of this post, we'll say the beholder can either a) apply a sustained force to a single target; or b) pick up one object weighing up to 325 pounds and hurl it against a target within range.
So we've gotten rid of four powers - charm person, finger of death, inflict moderate wounds, and sleep. But how to replace them?
Gauths get scorching ray, so let's give beholders polar ray in place of inflict moderate wounds. 13d6 cold damage is pretty scary - a good deal moreso than a piddly inflict wounds ray.
I'm rather partial to grease, for some reason - it's a great spell for a flying creature to have, and DC 17 is tough to beat for a heavily-armored fighter, which is what a beholder would be targetting with it. Grease and slow are a deadly combination. We'll put that in place of sleep.
Blindness/deafness is another good, low-level effect. Deaf spellcasters have trouble casting, and blind fighters can't see where they're going - combine this with slow, TK, or grease, and you've got yourself a real mess. We'll use this in place of charm person.
And finally, ray of enfeeblement - the perfect foil for the big fighter in the group.
Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.
Now we've got a good mix of abilities - damage-dealing, utility, and defensive - and even though I did invent a semi-new mechanic for the antimagic ray, it's not that hard to understand or use, and maintains some of the beholder's deadliness without interfering with its other abilities.