Save and You're Dead! ... Soon

Rechan

Adventurer
So, I imagine some folks are curious how save-or-dies work now.

So I'll give you the example of a Beholder's Death ray.

Death Ray (Necrotic): Range 10; +22 vs. Fort; 1d8+9 Necrotic damage, and if the target is bloodied, it is dazed (save ends). First failed save: The target is dazed and weakened (save ends). Second failed save: Target dies.

Petrification works the same, but you're slowed when you're hit, then you're immobilized on the first failed save, and then stoned on the second failed save. The Disintegration ray works the same as well, except that you take ongoing 2d10, and when you succeed a save from that, you take 2d6 until you save against that.
 

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Sidenote: Beholders are nasty. They have an aura 5. If you begin your turn in that aura, and you are in the Beholder's line of sight, it uses a random eye ray on you.

2 eye rays as a standard action (must be at different targets). When they're bloodied, they get to use four as a standard action (this recharges). The Eye is a minor action (dazed until end of Beholder's next turn). I know, no anti-magic cone. :( However, Beholders get +5 to saving throws and two action points.

They scare me.
 
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Have you seen Orcus' Touch of Death? Its just a simple ATK against FORT and the creature is reduced to 0 HP (damage equal to the creatures bloodied value on a miss). Now thats a death attack.
 

Shroomy said:
Do they still have the anti-magic cone from the central eye?
See my second post - I just edited it. The central eye is a minor action that dazes a target until the end of the Beholder's next turn.

It sorta makes sense. In older editions, magical stuff was VERY IMPORTANT to do damage at higher levels. So a beholder could zap a fighter with his +3 Flaming Sword and that sword is just some sharp metal now. But in 4e, fighters are scary even without magical weapons, so that anti-magic eye is no use against him.

Also, WTF is up with Enworld? I tried to post this thread ten times.
 

Rechan said:
Sidenote: Beholders are nasty. They have an aura 5. If you begin your turn in that aura, and you are in the Beholder's line of sight, it uses a random eye ray on you.

2 eye rays as a standard action (must be at different targets). When they're bloodied, they get to use four as a standard action (this recharges). The Eye is a minor action (dazed until end of Beholder's next turn). I know, no anti-magic cone. :( However, Beholders get +5 to saving throws and two action points.

They scare me.

Aren't they GREAT?! :D

I've always loved Beholders.
 


Shroomy said:
It's cool that beholders are solo monsters. Are there any variants, perhaps a beholder mage?
Only 1 variant; it's a lower level beholder that shoots a fire ray, a telekinetic ray, and a Fear ray. It's an elite.
 

Can I get a clarification?

Is it the second saving throw you make that you can die on, or is it the second naturally occuring saving throw due to passage of time?

Meaning, if I use my cleric to grant you a new save, am I just hastening your doom?
 

Cadfan said:
Is it the second saving throw you make that you can die on, or is it the second naturally occuring saving throw due to passage of time?

Meaning, if I use my cleric to grant you a new save, am I just hastening your doom?
You know, I haven't seen that addressed in the rules. That's a good question.

Though as a DM, I'd say an ally giving you a sudden save does not hasten you down the condition track.
 

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