Petrification Ray

It does seem a little odd for the second save to also be a Dex save. You're not really dodging or trying to avoid something coming at you. You're trying to shake off magic that has already hit you and affected you. I could see Con, Int, Wis, or Cha to save against this. Like, are you going to jump out of the stone that you're partially made of?

I mean, everyone wants to only have to save on their good saves. This isn't news. But a Dex save does seem a little odd to resist magic already affecting you.

Maybe even a Str check all Gargoyles style like at first the petrification only covers you in stone, and then you turn to stone internally after the 2nd failed save.
 

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Frankly, I think the Beholder's ray saves are all over the board:

1. Wis vs Charm
2. Con vs Paralyze
3. Wis vs Fear
4. Dex vs Slow
5. Con vs Enervation (8d8 / 4d8 necrotic damage)
6. Str vs Telekinesis (move 30' and restrained)
7. Wis vs Sleep
8. Dex vs Petrification (restrained) + Dex vs Petrification (petrified)
9. Dex vs Distintegration (10d8 / 0 force damage)
10. Dex vs Death (10d10 / 0 necrotic damage)

It should also be noted that of the above, Petrification is the only one that has two saves and is also the only debuff that lasts longer than 1 minute. Charm, Paralyze, Fear, Slow, and Sleep can all end early, too. Telekinesis only lasts 1 round. The only rays with lasting effects at all, however, are 8, 9, and 10 (9 and 10 both kill you outright if the damage drops you to 0).

I think it's really odd (i.e., questionable design) that the three deadliest rays require Dex saves. I can understand balancing them out so as not to make Beholder fights unfair to characters with Dex proficiency, but this seems... excessive. Based on the spells they originate from, Slow should be a Wis save, Enervation (XGtE) should be Dex, and Petrification and Death should be Con saves.
 

I wonder if it would make more sense for the beholder to have to hit with an eye ray (like a caster has to hit with scorching ray, and if it succeeds, then the target makes whatever save is most relevant to see if the effect sticks. Maybe that’s too much fuss, though. (I’m certainly not a big fan of the arcane archer’s attack roll + saving throw special attacks, but then those are much more limited in use than a beholder’s eye rays.)
 

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