![]() Slowing Eye – Similar to the Slow spell, this ray dumps a bevy of debuffs on you: halving your speed, making you unable to take reactions, and making you choose between an action or bonus action instead of both.Įnervation Eye – You might consider this one a draining experience, or at least you will if you fail and take 8d8 necrotic damage. Even the Beholder’s bite becomes a terrifying weapon when it automatically crits you!įear Eye – Hide your Barbarians, this ray will frighten anyone that fails a Wisdom saving throw. Paralyzing Eye – The Paralyzed condition is very punishing, and that’s exactly what this ray inflicts. Unlike other charm abilities, a creature can be put under this effect repeatedly as saving doesn’t provide immunity at all. Interestingly this includes the Beholders own eye rays, making positioning very important on both sides of the encounterĬharm Eye – This ray can charm a creature for up to an hour, turning enemies into allies. It’s written that the beholder uses the rays of its stalk eyes randomly, however, a DM can pick and choose to make the most of the effects.Ĭentral Eye – This large eye emits a 150ft antimagic cone, rendering spells, magic items, and any other magical abilities entirely useless. All the better to see you withĪll of those eyes aren’t just for decoration, each one has a power that can instill fear in even the hardiest of heroes. It moves via flight and its body levitates at all times, even if unconscious, something that shapes the very homes it carves for itself. ![]() 26) has a spherical body with one large eye and tooth filled maw as its central features, with ten smaller eyes protruding atop stalks that crown it. They’ve appeared in every edition since and have become an iconic creature in DnD, with one even adorning the cover of the 5E Monster Manual. ![]() Beholders are terrifying aberrations with a history of tormenting adventurers spanning almost fifty years back to the early days of the game.
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