Adventuring Tactics Masterclass: Beholders.

nikolai

First Post
The first masterclass was a great success, and the topic of the second is one of the classic D&D monsters - the Beholder.

Beholders have a CR of 13, so players could find themselves facing one as a "Boss Monster" at as low as 9th level. At greater levels PCs can find themselves facing clusters of the beasts.

ECL 13: One beholder.
ECL 15: Two beholders.
ECL 17: Four beholders.
ECL 19: Eight beholders.

At very high levels solitary beholders can be encountered as minor threats (ECL party level -4) and groups of them can be significant challenges to higher level parties (ECL party level +4).

Their statistics can be found here: http://www.opengamingfoundation.org/srd/srdmonstersb.html

Previous Masterclasses

Giants: http://enworld.cyberstreet.com/showthread.php?s=&threadid=39731

Let's see your ideas!

nikolai.
 

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To kick things off:

A quickened Blindness (6th level spell slot) can be very effective. Beholders have weak Fortitude saves (+4) so - provided the spell is successfully cast - it stands a >50% chance of working.

If it does, everyone gets effective invisibilty, which is very useful as a defense against the eye-rays. Apart from all the obvious attacking pluses (melee bonuses/sneak attack) it also leaves the beholder open to flanking. Hopefully taking down its hit points is then very easy. It makes sense that taking out their sight is one of the best offensive tactics against Beholders.

Deafness would also be a wicked follow-up spell.

nikolai.
 
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Following on from their poor fort save, hit them with a con poison. It is non magical, they are relatively easy to hit and their poorish hit points will evaporate swiftly.

Also it can be done at range, a big bonus.
 

Going on the weak Fort save.

Hit it with a Ray of Enfeeblement. At lvl 9 thats 1d6+4 Str damage. If you empower and maxsimiz this you get Str damage of 8. Tho you cant drop its Str 10 below 1 with this spell.

All you need to do is Graple it or throw a wieghted net of 10 lbs to make it imobile.
 
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Beholders are paper tigers, really. They have a wide array of offensive abilities that can really destroy an unprepared party, but if the party knows of them and can get off a few spells or attacks, the Beholder is toast. With such a low Fortitude save, and very low hp for it's CR, it doesn't stand a chance unless it manages to surprise the party or strike from a concealed position.


Just one level 13 Archer type character can easily kill a Beholder with one FRA, and since the Beholder will likely be facing four characters, it's chances for survival are almost nil if they engage the party on an open field.

So, if you are facing an intelligent Beholder (DM) the Beholder will likely strike from surprise and in a concealed position that they would hopefully be able to quickly retreat from.

Once the Beholder reveals itself, it will likely cover the magic users (unarmored) and maybe even the majority of the party with it's Anti-Magic Cone. For Fighters, this should be no real problem, and they should unleash attacks at range or close as fast as possible.

Casters should attempt to retreat outside the arc of the Anti-Magic Cone, unless they are Clerics or Druids, in which case I would suggest they help the Fighters bum rush the Beholder, as it will die very quickly to a focused attack.

The Beholder will probably let loose with three of it's most powerful rays, and you may find your group halved or worse if you haven't been smart and been buying cloaks of resistance. Also beware a crafty Beholder using it's disintegrate ray to bring down sections of walls or roofs, if you are engaging in an enclosed area.

Paladins, and especially Monks, absolutely BUTCHER Beholders. With their high saves, they are mostly safe from the main threat the Beholder has, and they can deal great damage as well, probably dropping the Beholder in a round or two. The Monk is the king, though, as he can close faster than anyone else, and his SR and fantastic saves make it unlikely the Beholder can even faze him. In fact I'd wager a high level Monk could easily take out three or four Beholders by himself with little to no difficulty.
 

Unlike other monsters, it can be a good idea to bunch up when fighting a beholder. Not only are their eye rays limited by arc, but if they use Antimagic then they can't shoot you.

Also, Antimagic Fields of your own are a good idea. Beholders aren't so formidable when they are limited to biting characters.

Cloaks of Resistance, Deathward, and other saving throw boosting or immunity granting effects provide good protection against beholder eye rays.

Because beholders have low Fort saves, a wizard or cleric who can escape the antimagic cone with his move action has a good chance of toasting the creature instantly with a death spell.

On the other hand, I'd say that beholders are most dangerous when working with nonspellcasting tough creatures like giants. Then its AM cone becomes an excellent weapon because even fighters will have difficulty against multiple giants without magical support.
 

Blindness is a clever choice. Quickened Blindness doubly so.

Holy Smite and Stinking Cloud are utility spells you are more likely to have memorized than Blindness. Both are likely to be decisive if the beholder fails its save.

If a spellcaster can get off any good offensive spell, the beholder will be half dead or worse. Even a boring Fireball will do. The beholder knows this and will set up terrain and/or mooks to prevent the wizard from getting out of the antimagic cone too easily. One 30' move will not do it. (Your Expeditious Retreat is down for the moment, remember?) The beholder wants to force the wizard to double move this round, so he has a chance to deal with him before the wizard can cast a spell.

I would recommend trying to setup a sneak attack. A single SA is likely to do 30-40 points of damage and the battle will be almost over right then and there. Here are some sneaky tricks to set up SAs the DM will not see coming:

(1) Set up the flank with the wizard: It is likely that getting off a spell this round is impossible. Instead, linger (delay) in the relative safety of the antimagic zone until just before the rogue's initiative. Double move to the other side of the beholder, suck up an AoO or two if you have to. (Beholder bite damage is trivial, but the mooks may not be. Be brave.) That opens up a flank attack that the rogue can exploit with a tumbling charge.

(2) Grapple: If you can't set up a flank because its back is to a wall or the like, just charge right in and start a grapple. Surprisingly, even your party wizard is no less awful at wrestling than a beholder (BAB + Str + Sz = +7), so this is a viable option for him. Once grappled, the beholder losses Dex and is wide open to SAs. This also prevents a wounded beholder from floating away to safety.
 

How do your Beholders attack usually? I had them most of the time attacking with all eye rays, then using the antimagic eye... next round closing the big one and attacking again.

Standard tactic against them? Boost the paladin with save buffs and let him do a smity evilboys charge attack. If he has Power Critical, this will most likely annihilate the poor eyeball. Without: Next round byebye beholder.
 

I personally would use a Beholder in a large cavern, and have him use stalacites for cover, as well as going behind several prepared escape routes if the need called for it, like tunnels or caves, and once in the tunnel/cave have it collapse the entrance with it's Disintegrate ray. I would mostly use hit and run, because the Beholders low Fortitude save and hitpoints make it highly unlikely it will survive if even one barrage of attacks is released on it.

The party's best bet is to try and immobilize or slow the Beholder in this case, because if it manages to remain at a good distance and is able to escape at a moments notice, it's highly unlikely the party will be able to survive unscathed. Focus fire from it's rays may be likely, making life tough for one particular party member.

I'd rank the classes like so, if I was choosing a team to go up against a Beholder;

1. Monk. Not even a contest, fast movement, great abilities, SR, and the best saves of all, make the Monk by far the best. The Monk can close very quickly with a Beholder, and will likely avoid any negative effects from it's rays. And once he's close, his stun will likely take the Beholder out. The Beholder could even mistake a non armored Monk for a spellcaster and waste his rays on him.

2. Paladin. Second best saves, great damage dealing abilities, and the added bonus of his other abilities make the Paladin a great class to have along for a Beholder hunt. He, like the Monk, has the easiest time surviving the Beholders many rays, though he would have a harder time closing the gap. I'd recommend either flying equipment or a bow.


3. Druid. Good Fortitude and Will saves, making them mostly safe from the Beholders attacks. The Druid can, once he maneuvers outside the Anti-Magic Cone, do some serious damage to the Beholder either with spells or in melee, likely killing or at least severely wounding it. Higher hitpoints mean even the Inflicting eyes aren't going to do much damage.

4. Barbarian. Can close fast, great damage dealer, and does decently well against the most devestating effects from the Beholders rays, particularly when Raging. As the Paladin, flying equipment or a bow recommended. In fact I'd recommend that for any Fighter type.

5. Cleric. Has a few long range blast spells that will work against Beholders, like Flame Strike, which will severely wound if not kill the Beholder, and with a good Fortitude and Will save, is relatively safe from the Beholders rays. Like the Druid in regards to hitpoints.

6. Fighter. Give a Fighter a good bow and he could just be a Beholders worst enemy. Low Will save makes him a bit vulnerable to a few of the rays, but he should be relatively safe.

7. Ranger. Can't really use his stealth as well as against most enemies, but still a great damage dealer. Bad will like the Fighter, but that can't be helped.

8. Bard. Spells and songs probably won't do much, but can deal some damage with a decent BAB.

9. Sorcerer. Spells aren't much use against a smart Beholder, but if they can get out of the Anti-Magic Cone they will incinerate the Beholder. The real problem is the low Fortitude save, which will likely end up killing them if the Beholder focuses his eyes upon the Sorcerer. Better than the Wizard because he can use simple weapons.

10. Wizard. See above, but without simple weapons.


11. Rogue. Absolute worst character to go up against a Beholder, IMO. Beholders are much harder to sneak up on than most monsters, and because of the Anti-Magic Cone even spells like Improved Invisibility may not help. The Rogue can do great damage if he manages to sneak attack the Beholder, but he'd have to sneak up on him, and that's very difficult what with the Beholders high ranks in Spot and Listen. And did I mention Beholders cannot be flanked?

The worst of all, though, is the Rogue has low hitpoints, and a low Will AND Fortitude Save, making them dead meat in most cases if the Beholder should choose to focus it's eyes on him. Definitely not a class I'd recommend when going Beholder hunting.
 
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Ridley's Cohort said:


I would recommend trying to setup a sneak attack. A single SA is likely to do 30-40 points of damage and the battle will be almost over right then and there. Here are some sneaky tricks to set up SAs the DM will not see coming:

(1) Set up the flank with the wizard: It is likely that getting off a spell this round is impossible. Instead, linger (delay) in the relative safety of the antimagic zone until just before the rogue's initiative. Double move to the other side of the beholder, suck up an AoO or two if you have to. (Beholder bite damage is trivial, but the mooks may not be. Be brave.) That opens up a flank attack that the rogue can exploit with a tumbling charge.


I hate to break it to you, but Beholders cannot be flanked. That's one of the reasons Rogues are the worst class to have around when fighting them.
 

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