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WoTC Rich: Beholder!
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<blockquote data-quote="InfernalistGamer" data-source="post: 4141777" data-attributes="member: 58870"><p>Rather than quote our horrendously long, yet fascination, I'm going to clip off out quoting and go on to my validations of my arguments.</p><p></p><p>1)A 150 ft. cone of antimagic should not be easy to escape. Allow me to show why. Take the 30ft tall room I was using before. If said room is, say, 30ft wide by 100 ft long... </p><p>[code]</p><p>|##%%##|</p><p>|##O)##|10ft</p><p>|##A###|</p><p>|##AA##|20ft</p><p>|#AAA##|</p><p>|#AAAA#|30ft</p><p>|AAAAA#|</p><p>|AAAAAA|40ft</p><p>|AAAAAA|</p><p>40ft. to 100 ft.</p><p>[/code]</p><p>Every square past 35 ft is antimagic. Add shattered statues for seriously difficult terrain, and it's going to be a while till -anyone- gets close. Angle the cone downward at a 45 degree angle (Another one of those DM rulings) so the top 10 feet are open, and the -likely more than one- traps are ripe for disintegrating the doors. </p><p></p><p>2)Add blackstone pit covers, and a simple flick of the antimagic cone, and the traps are uncapped, no disintegrate needed. Same with the floor...100 ft pit trap, capped with a blackstone floor. Antimagic eye...bam, floor go byebye, down go the heroes, eye closes, floor reappears. Sure, the mage can throw a dispel magic up to uncap it, but honestly, someone's getting hurt in that one, especially if the floor that vanishes is right under the boulder traps above. *glee!* And I just thought about it...if the beholder has access to the ceiling traps from above, he can load those monsters down with ALOT of 325lb chunks. Maybe, say, 10 in a 10ft square shaft...thats, oh, a f-load of damage.</p><p></p><p>3)Honestly, all encounters are about more than the monster, it's the environment too, and in it's favored environment, tall, long rooms, with traps, pits and bad terrain, a beholder can really live up to it's CR, even gain some serious EL. Now, when I use beholders, they are geniuses, Int 17 is an -average-... so, these guys plan.</p><p></p><p>4)Telekinesis and Flesh to Stone. 13th level telekinesis lifts...325lbs...+10 to hit with the thing...13d6 damage. A chunk of petrified adventurer or monster should be easy to find and throw, as you pointed out, a human wizard should provide, two, maybe more chunks that weight. Gotta wear that trick out as much as you can. Flying masonry does not stop at the edge of an antimagic cone. Finally, you're assuming that I mean just the PCs there -at the moment-. A good beholder lair, like a medusa lair, should be covered in the failures of lesser men. That's one of the things that makes it good. Plus, you can put an unbroken one or two for a "stone to flesh" spell to save...instant PC introduction or cohort!</p></blockquote><p></p>
[QUOTE="InfernalistGamer, post: 4141777, member: 58870"] Rather than quote our horrendously long, yet fascination, I'm going to clip off out quoting and go on to my validations of my arguments. 1)A 150 ft. cone of antimagic should not be easy to escape. Allow me to show why. Take the 30ft tall room I was using before. If said room is, say, 30ft wide by 100 ft long... [code] |##%%##| |##O)##|10ft |##A###| |##AA##|20ft |#AAA##| |#AAAA#|30ft |AAAAA#| |AAAAAA|40ft |AAAAAA| 40ft. to 100 ft. [/code] Every square past 35 ft is antimagic. Add shattered statues for seriously difficult terrain, and it's going to be a while till -anyone- gets close. Angle the cone downward at a 45 degree angle (Another one of those DM rulings) so the top 10 feet are open, and the -likely more than one- traps are ripe for disintegrating the doors. 2)Add blackstone pit covers, and a simple flick of the antimagic cone, and the traps are uncapped, no disintegrate needed. Same with the floor...100 ft pit trap, capped with a blackstone floor. Antimagic eye...bam, floor go byebye, down go the heroes, eye closes, floor reappears. Sure, the mage can throw a dispel magic up to uncap it, but honestly, someone's getting hurt in that one, especially if the floor that vanishes is right under the boulder traps above. *glee!* And I just thought about it...if the beholder has access to the ceiling traps from above, he can load those monsters down with ALOT of 325lb chunks. Maybe, say, 10 in a 10ft square shaft...thats, oh, a f-load of damage. 3)Honestly, all encounters are about more than the monster, it's the environment too, and in it's favored environment, tall, long rooms, with traps, pits and bad terrain, a beholder can really live up to it's CR, even gain some serious EL. Now, when I use beholders, they are geniuses, Int 17 is an -average-... so, these guys plan. 4)Telekinesis and Flesh to Stone. 13th level telekinesis lifts...325lbs...+10 to hit with the thing...13d6 damage. A chunk of petrified adventurer or monster should be easy to find and throw, as you pointed out, a human wizard should provide, two, maybe more chunks that weight. Gotta wear that trick out as much as you can. Flying masonry does not stop at the edge of an antimagic cone. Finally, you're assuming that I mean just the PCs there -at the moment-. A good beholder lair, like a medusa lair, should be covered in the failures of lesser men. That's one of the things that makes it good. Plus, you can put an unbroken one or two for a "stone to flesh" spell to save...instant PC introduction or cohort! [/QUOTE]
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