![]() ![]() I'd suggest that the spell-replacements vary between 2nd-6th level, myself. These would, of course, vary from Lich to Lich, providing an element of uncertainty to the party, and making each one a unique entity. The body itself, while still spherical, would be dessicated (perhaps a little smaller in diameter), with some of its natural armour plate missing and maybe some black mucus dripping from the missing plates, just to make it gross.Īs to the eyestalks, I'd suggest attaining Lichdom allows the Beholder to make a choice as to which eyebeams he retains, and which he gives up - replacing them with a set of chosen, reuseable spells fired as eyebeams. At the start of its turn, it must decide whether to use its Antimagic Cone. Well, for a start, his Anti-Magic Ray would have to go - an undead whose very existence relies on powerful magic couldn't afford to have anti-magic around.I'd say replace the eye with glowing corpselight. The beholder is aggressive, malicious and antisocial, so when trespassers appear, it’s not going to indulge any attempt to negotiate passageit’s going to attack immediately. The best way to increase the threat level of a beholder is by providing it with minions, as well as an environmental hazard that it can throw PCs into using its telekenetic ray.The Undead Beholder from the Companion(?) set isnt really an undead, and an old fashioned Zombie Beholder wouldnt be much fun anyway, but how about a Beholder who was able to attain Lichdom? In the MM the Beholder Zombie is listed as CR5. Disabling the player characters with its other eye beams is all well and good, but a monster needs to eliminate player characters if it's to have any hope of eventually defeating them. Only three of the beholder's ten eye beam options actually deal damage, so a beholder that rolls poorly may not even deal damage to a well-prepared adventuring party. They possessed only four eyestalks rather than ten, and were. ![]() Gazers resembled the beholder who had dreamed them into being with only minor differences. They often served as familiars for evil spellcasters serving under beholders. While the beholder is a powerful creature that doesn't boast any weaknesses besides its strength ability score, the danger of facing them is severely mitigated by the random nature of its eye beam attacks. Gazers (also known as eyeballs) were tiny, unintelligent beholderkin, who followed their creator like an aggressive pet, a fact that beholders considered amusing. Unfortunately, these foul, otherworldly creatures are not necessarily as deadly as you might have suspected. The beholder regains spent legendary actions at the start of its turn. It can take only one legendary action at a time and only at the end of another creature’s turn. Compared to the rest of the devils, there's really no reason to use the barbed devil as a DM, unless you're homebrewing some added abilities.įeatured on the cover of the 5th edition Monster Manual, the beholder is a CR 13 creature and one of the most iconic D&D monsters ever created. The beholder can take 3 legendary actions, using the Eye Ray option below. Lastly, its attacks have a low chance of hitting considering its CR, and deals incredibly middling damage when they do. ![]() It's got magical darkvision, but no way to create magical darkness. Its barbed hide ability allows it to deal damage to any creature grappling with it, but there's no real incentive for the barbed devil to grapple other creatures. While the barbed devil does have magic resistance, a decent AC, and a good hit point pool of 110, its features are almost useless and its attacks are relatively weak. Unlike the flesh golem, this resistance can be easily overcome by any party who silvers their weapons. Like the flesh golem, this monster relies on its damage resistances to nonmagical bludgeoning, slashing, and piercing damage in order to present a challenge. Also coming in at a CR of five is the barbed devil. ![]()
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