Our current Dungeons and Dragons group got together after one of my wife’s coworkers cattily referred to a client as “someone who looks like he’d play Dungeons and Dragons in his mom’s basement,” and another of them retorted, “I would totally play Dungeons and Dragons.” He ended up being the host of our weekly sessions.
Why do I mention this? Because the beholder is such an iconic D&D monster that our host—who knew hardly anything about the game before we began playing—told me near the beginning of our campaign, “All I want is to run into an ‘eye of the beholder,’ and I’ll be happy.”
The beholder is an aberration—a magically summoned creature of extraplanar origin—with a hateful, avaricious and territorial temperament. It has little purpose in life beyond guarding its chosen turf. Though not strong, it has powerful mental abilities along with a high Dexterity and very high Constitution, protecting it against all of the “big three” types of saving throws. As you’d expect from a floating blob with a giant central eye, its Perception skill is through the roof; it also has darkvision out to 120 feet. It has an innate ability to hover, so it can never be knocked prone.
At melee range, it has a bite attack, but the beholder’s trump card is its Eye Rays, which emanate from the many smaller eyes at the end of stalks extending from its body. These rays have a range of 120 feet, enough to keep trespassers at a distance for two to five combat rounds. It can also project an Antimagic Cone from its central eye, but this ability is problematic, as we’ll see in a moment.
Finally, a beholder in its lair has access to three lair actions: slippery slime on the floor, grasping appendages flailing from the walls and random beholder eyes appearing on nearby surfaces. And a beholder encounter almost always happens in its lair.
The beholder is aggressive, malicious and antisocial, so when trespassers appear, it’s not going to indulge any attempt to negotiate passage—it’s going to attack immediately.