Shadowbond is for melee defenders, and Vanish Into Shadow is a good escape hatch. Then it's going to hit them with thundering rays and bites while enjoying the extra damage. This beholder wants to attack from ambush and use its central eye and blinding ray to make the PCs grant it combat advantage from a distance. While this condition lasts, the beholder and any shadow creatures in play have concealment while within 5 squares of the target. Will) that deals necrotic damage and immobilizes (save ends). Fortitude) which deals heavy thunder damage and deafens for a turn. Reflex) that deals radiant damage and blinds for a turn. The beholder can fire two of them in the same action but must aim each at a different target. These are ranged attacks but don't provoke opportunity attacks. It capitalizes on those passive traits through a couple of auxiliary abilities: its Central Eye (minor action 1/round) projects a fear attack that targets Will and makes the target grant combat advantage and it can Vanish Into Shadow (recharge 5+) as a move action, teleporting up to 20 squares and becoming invisible until it attacks or until the end of its next turn.Īs for its actual attacks, there's the usual bite and a set of 3 eye rays. It has the same speed and senses as the spawn above, deals extra damage when it has combat advantage, and heals 20 HP at the end of a turn if it has remained invisible since the start of that turn. We're back in familiar territory here: this beholder is Large and a Level 12 Elite Lurker with 194 HP. Eyes of Shadow are beholders that hung out in the Shadowfell too long, acquiring powers compatible with that bleak place. In past articles we already established that beholders mutate when they cross over from the Far Realm, taking characteristics that match their new environment. This means they can try to get out of the area of effect before they suffer damage. If a spawn is hit or missed by a close or area attack, they can use Desperate Flight as an interrupt to shift 2 squares. Their rays are a lot simpler than that of a "full" beholder, and do elemental damage of the same type as one of the types used by their parent. Like all beholders, they bite in melee and fire eye rays with a maximum range of 10. They have a flight speed of 6, darkvision, and all-around vision (which means they can't be flanked). In either case they'd be very aware of their fragility and would try to stay mobile, spread out, and away from the reach of the PCs.īeholder spawn are Medium Aberrant Magical Beasts, and Level 15 Minion Artillery. Or perhaps they're banding together for survival, hoping to last long enough to be the first to reach full size and devour the rest of their siblings. You might find them alongside their parents. These are beholders at the start of their life-cycle, very young and comparatively weak but already quite smart and evil. In either case, the result of that process could be represented by this Beholder Spawn stat block. The MM3 just says that the means of beholder reproduction are best left unknown. Everything it introduces would be packaged into the Monster Vault as well and we already looked at that lore here.ĭ&D 5th Edition would introduce that cool bit where beholders reproduce asexually through nightmares. There's no new "general" lore in this entry. They're apparently too iconic to leave out! In this entry, we get spooky. Beholders appear in every 4e Monster Manual and also in the Monster Vault.
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