

The remaining eyes must aim at targets in other arcs or not at all. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions.
#Dnd beholder stats full#
When closing with in enemy, a beholder tries to cause as much disruption and confusion as possible.Įye Rays (Su): Each of the ten small eyes can produce a magical ray once a round, even when the beholder is attacking physically or moving at full speed. Though not powerful physically, they often plow right into groups of opponents to use as many of their eyes as they can.


Combatīeholders often attack without provocation. Ten smaller eyes on stalks sprout from the top of the orb.īeholders speak their own language and the Common tongue. This creature, also called the "sphere of many eyes" or "eye tyrant", is known among adventurers as a deadly adversary.Ī beholder is a 6-foot-wide orb dominated by a central eye and a large, toothy maw. Organization: Solitary, pair, or cluster (3-6) Skills: Hide +12, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks), and knowledge (arcana) +17Īdvancement: 12-16 HD (Large) 17-33 HD (Huge) Special Qualities: antimagic cone, flightįeats: Alertness Flyby Attack Great Fortitude Improved Initiative Iron Will Initiative: +6 (+2 Dex, +4 Improved Initiative) Senses: all-around vision, darkvision 60 ft., Listen +18, and Spot +22ĪC: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24Īttack: Eye rays +9 ranged touch and bite +7 meleeįull Attack: Eye rays +9 ranged touch and bite +7 meleeĪbilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15
