Let’s Build a Mummy Lord’s Lair + Advice on how to run oneĪrt from Xanathar’s Guide to Everything The Beholderīeholders are extremely particular beasts, that differ from most of the other monsters from the game.Let’s Build an Aboleth’s Lair + Advice on how to run one.Therefore, I’ll do my own spin on it and talk about the things all excellent Beholder confrontations must have to be successful.īefore we begin, however, I wanted to let you know I’ve made other articles from this series before that you may like as well: Inspired by HP Lovecraft’s stories, beholders are megalomaniac aberrations that come to lead and destroy, while gathering trophies and secrets…Īt first, I was planning on creating a full article on how to create a great lair for a beholder, but after giving Volo’s Guide to Monster‘s chapter about it a reread, I can honestly say WotC did a much better job than I would be able to do. They are great monsters full of personality and history in the game, coming from the very first edition of it. Though possible to find landside, the majority of hive mothers are found in wildspace, governing over a tyrant ship of her own, a construct that allows her to directly harness the power of her brood to devastating effect.Continuing my ongoing series on how to run some of the best D&D creatures comes the fan-favorite Beholder (or maybe DM’s favorite, as I think players don’t usually like them as much). Being consumed is also the regular fate of any spawn that turn out as "abominations," or in other words, even slightly different than the rest of the brood. It is not uncommon for a hive mother to threaten to eat a stubborn brood-spawn: an action she is wholly capable of carrying out, especially after the other beholder is deprived of its eye rays by her antimagic cone. While lacking the eye rays of a common beholder, hive mothers make up for this by their innate ability to command the beholders of her brood through a combination of innate ability and intimidation. These commanded beholders are always exactly identical to each other, as beholders do not tolerate differences in their species as a matter of principle, and all nearly identical to the hive mother, who is both larger and lacks the common beholder's eye stalks, with her eyes instead arrayed around the body itself. They are twice the size of a normal beholder and always command a brood of these to do her will, using her innate telepathy to keep tabs on each of her subjects. The hive mother moves up to half her speed then makes a bite attack.Ī hive mother, also known as the ultimate tyrant or simply "The Ultimate," a title befitting of their pride, is a queen among beholders. The hive mother moves up to its speed without provoking opportunity attacks. The hive mother regains spent legendary actions at the start of its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hive mother can take 3 legendary actions, choosing from the options below. If the hive mother dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. If the hive mother takes 30 damage or more on a single turn from the swallowed creature, she must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. A hive mother can have up to one Large, two Medium, or four Small or smaller creatures swallowed at a time. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the hive mother, and it takes 42 (12d6) acid damage at the start of each of the hive mother's turns. If the attack hits, the target is also swallowed, and the grapple ends. The hive mother makes one bite attack against a Large or smaller target it is grappling. The target is grappled (escape DC 16) and the creature is restrained until this grapple ends. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. The hive mother makes 3 attacks with its bite.īite. The hive mother has advantage on saving throws against spells and other magical effects. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The hive mother's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. Languages Deep Speech, Undercommon, telepathy 120 ft. Saving Throws Int +11, Wis +9, Cha +11 Skills Intimidation +10, Perception +15 Condition Immunities prone Senses darkvision 120 ft., passive Perception 25 Armor Class 20 (natural armor) Hit Points 252 (24d12 + 96) Speed 0 ft., fly 40 ft.
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