My take on the beholder

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.

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.
 

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You Know personally I'd make Beholders psychic and let them manifest ANY 10 spells/powers of its choice of level x or lower (x = I haven't really thought what level limit to place yet)

but thats me...
 


I agree with the OP. I don't see as many problems with the beholder as Mike Mearls did. I like his suggested fixes, namely replacing inflict moderate with polar ray.
 

A few stray comments:

1. Telekinesis needs to stay as is. It's primary use isn't to fling stuff at enemies - it's to manipulate the beholder's environment. A smart beholder will modify its lair in such a way as to make the X-Men's danger room look like a picnic, with tons of traps that can be triggered by a simple telekinetic push in the right place. If the other uses of TK are problematic, just don't use them.

2. Inflict moderate wounds is pretty weak, so how about replacing it with Cure Critical Wounds, which the beholder uses on itself? Many higher-CR boss monsters have some form of healing, whether regeneration, fast healing, or spell-like abilities. No healing is a major weakness for the beholder, especially with its relatively low hit points.

3. Replace antimagic cone with Globe of Invulnerability. It's eye rays will be immune and it will force attacking spellcasters to use high-level spells to affect it. Low level spellcasters shouldn't be taking on a beholder in the first place. Meanwhile, high-level casters can be effective, but are still limited in what spells to use.

4. Replace Finger of Death with Feeblemind.

5. Replace Sleep with Glitterdust.

6. Replace Charm Person with Dispel Magic
 
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And you'll be raising the creature's CR with this correct?

I'll just run it through UK's system, and... we end up with 13, strangely enough (12.67, if you want to be exact). The beholder as written is 12.78, so it's not a lot of difference - I kept the spell levels pretty similar.

1. Telekinesis needs to stay as is. It's primary use isn't to fling stuff at enemies - it's to manipulate the beholder's environment. A smart beholder will modify its lair in such a way as to make the X-Men's danger room look like a picnic, with tons of traps that can be triggered by a simple telekinetic push in the right place. If the other uses of TK are problematic, just don't use them.

The only problem I have with that spell is the "combat maneuver" use, which is really just another form of the "violent thrust" use. The violent thrust is good - it just needs to be rewritten to be more usable.

2. Inflict moderate wounds is pretty weak, so how about replacing it with Cure Critical Wounds, which the beholder uses on itself? Many higher-CR boss monsters have some form of healing, whether regeneration, fast healing, or spell-like abilities. No healing is a major weakness for the beholder, especially with its relatively low hit points.

Umm... it's got 93 hit points. I'd say that's a fair amount - it gets d8s for HD. Couple that with the eye rays and (presumably) any traps it's got set up in its lair, and this thing is nasty enough without giving it the ability to heal itself at will.

3. Replace antimagic cone with Globe of Invulnerability. It's eye rays will be immune and it will force attacking spellcasters to use high-level spells to affect it. Low level spellcasters shouldn't be taking on a beholder in the first place. Meanwhile, high-level casters can be effective, but are still limited in what spells to use.

Globe of invulnerability will knock out 3/4 of its rays, unless you're ruling that the beholder is immune to its own abilities.

4. Replace Finger of Death with Feeblemind.

5. Replace Sleep with Glitterdust.

6. Replace Charm Person with Dispel Magic

Hmm, hadn't thought of feeblemind. A nasty spell - not save or die, but still enough to make players fear the beholder. I could see using that instead of ray of enfeeblement.

Glitterdust is another good choice - reveal all those invisible rogues lurking about.

Not sure I'd go with dispel magic, though - it's already got the antimagic eye, which renders dispel kind of superfluous.
 

Kerrick said:
Umm... it's got 93 hit points. I'd say that's a fair amount - it gets d8s for HD. Couple that with the eye rays and (presumably) any traps it's got set up in its lair, and this thing is nasty enough without giving it the ability to heal itself at will.

93 hit points is nothing for a CR 13 monster. I've seen a beholder killed in one round by a single archer and a couple good rolls. YMMV.


Kerrick said:
Globe of invulnerability will knock out 3/4 of its rays, unless you're ruling that the beholder is immune to its own abilities.

Nope. First off, spells can be cast out of or through a globe - spells are only suppressed within the globe, not dispelled or blocked. Second, the globe does not affect Su abilities at all.


Kerrick said:
Hmm, hadn't thought of feeblemind. A nasty spell - not save or die, but still enough to make players fear the beholder. I could see using that instead of ray of enfeeblement.

Yeah, reasonably or not, players usually fear feeblemind more than death. And players should fear a beholder.


Kerrick said:
Not sure I'd go with dispel magic, though - it's already got the antimagic eye, which renders dispel kind of superfluous.

If you change AM ray to the globe of invulnerability, a targeted dispel allows the beholder to hamper characters with significant buffs. Even if you keep AM ray, it can only point one direction. Use the dispel to hit a character not within the AM effect and watch the surprise on the players' faces...
 

I like the idea of variant Beholders, each one with its own selection of eye rays and central eye effects.

Here's a sample that I've been thinking of using:

Variant 1: ("core")
Always has the following:
  • Disintegrate
  • Charm Monster
  • Telekinesis
  • Flesh to Stone / Stone to Flesh
  • Fear
Choose five from the following list:
  • Slow (Will, 13 rounds)
  • Exhaustion (Fort)
  • Stun (Fort, 1 round)
  • Paralysis (Will, 1 round)
  • 10d8 energy ray (fixed energy type, no save)
  • Energy Push (fixed energy type, otherwise as Psionic power augmented to 13 pp: 7 dice of energy damage, Fort or Reflex save for half)
  • Greater Dispel Magic (targeted only)
  • Enervation (1 level, 13 rounds, no save)
  • Ability Damage (Fort negates, 1d6 Str, Dex, Wis or Cha damage)

Alternate central eye abilities:
  • True Sight
  • Spell Reflection 1/round
  • Spell Absorption (any spell saved against adds to one eye ray's power)
  • Confusion (like an Umber Hulk)
  • Divine Disruption (dispel attempt against one Divine spell per creature in cone; Divine spellcasting requires Concentration check DC 20 + spell level)
  • Spell Consumption (any spell cast in the cone of the Beholder's vision is cast at -2 caster level, and heals the Beholder 2 * spell level hp)

Cheers, -- N
 

Nope. First off, spells can be cast out of or through a globe - spells are only suppressed within the globe, not dispelled or blocked. Second, the globe does not affect Su abilities at all.

Odd.. I didn't know about the first part, and I forgot they were Su, not Sp. Oops.

Yeah, reasonably or not, players usually fear feeblemind more than death. And players should fear a beholder.
I'd be more afraid of permanently becoming a vegetable, vs. simply being dead. :D

If you change AM ray to the globe of invulnerability, a targeted dispel allows the beholder to hamper characters with significant buffs. Even if you keep AM ray, it can only point one direction. Use the dispel to hit a character not within the AM effect and watch the surprise on the players' faces...

True, that.

I like the idea of variant Beholders, each one with its own selection of eye rays and central eye effects.

Now that's just mean. I like it!
 

Here's more of my variant Beholders. These are themed for elements and corruption. They get breath weapons (usable every 1d4 rounds), but fewer eye stalks.

#2: Great Balls of Elemental Fury!
  • Earth -- though this stony brown sphere hovers before you, you get a sense of great weight and mass.
    • Eye Rays (6): Stun, Paralysis, Slow, Grease, Disintegrate, Telekinesis
    • Central Eye: Enhanced Gravity (60 ft. cone, makes flying impossible)
    • Breath Weapon: 60 ft. cone of Petrification
    • Bite attack deals 3d8+10 damage (magical, cold iron)
    • DR 5/--
  • Air -- this pale orb is somehow gaunt and practically hums with magical energy.
    • Eye Rays (6): Daze, Greater Dispel Magic, Energy Push (sonic), Slow, Disintegrate, Telekinesis
    • Central Eye: Reverse Gravity (60 ft. cone)
    • Breath Weapon: 60 ft. cone (8d8 Sonic damage + deafness for 1 minute, Fort half and negates deafness)
    • Permanent wind wall effect
    • 120 ft. move, Tumble +30
  • Pestilence -- a festering, rotting hulk, covered in sores and pustules.
    • Eye Rays (6): Fear, Contagion, Enfeeblement (1d6 Str), Trembling (1d6 Dex), Disintegrate, Telekinesis
    • Central Eye: Gaze attack: Stun (like a Gauth)
    • Breath Weapon: 60 ft. line of vermin (as summon swarm, each swarm lasts 4 rounds)
    • Stench (30 ft. radius), Fort save or be Nauseated for 1 minute (once you make a save you are immune to Nausea from this source). Success means you are merely Sickened while within 30 ft.
    • DR 10/silver
  • Death -- a giant floating cyclops skull with eye stalks like spinal cords.
    • Eye Rays (6): Enervation, Inflict Critical Wounds, Fear, Blindness/Deafness, Disintegrate, Telekinesis
    • Central Eye: Vitality Drain (60 ft. cone, all living creatures within the cone lose 1 hp every round, and the Beholder gains these hp -- heals or gains as temporary hp), and cure or healing spells have only half normal effect.
    • Breath Weapon: 60 ft. cone (poison, 1d4/1d4 Con)
    • Blood draining tongue attack (10 ft. range, deals 1d8+4 damage + improved grab; each round grappled, automatically deals 1d4 Con damage in addition to normal damage).
    • DR 5/magic, healed by both negative and positive energy

Cheers, -- N
 

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