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Beholder

Beholder

Beholder Game Tokens

Enhance your tabletop adventures with our free Beholder game tokens at Mistcharter Maps! Download now to bring the enigmatic and terrifying presence of the beholder to your campaigns with detailed, vivid artwork. Whether you're a dungeon master or a player, these tokens will add a new dimension to your gameplay, making every encounter with these legendary creatures unforgettable.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    13

  • Type

    Aberration

  • Size

    Large

  • Habitat

    Cave
    Explore our Cave maps for more inspiration

  • AC

    18

  • HP

    180 (19d10)

  • "

    Beholder Introduction

    In the dim, echoing caverns beneath the world, where shadows dance and the air is thick with the scent of ancient stone, there lurks a creature of nightmarish visage and unparalleled malevolence. The Beholder, a floating orb of terror, is a sight that chills the blood of even the bravest adventurers. Its massive, central eye glares with an unblinking intensity, while a crown of smaller eyes on stalks twist and turn, each one capable of unleashing a different arcane horror. The Beholder's skin is a mottled, leathery hide, pulsating with a sickly hue that seems to absorb the very light around it.


    Beholders are creatures of paranoia and xenophobia, driven by an insatiable hunger for power and control. They are solitary beings, each one convinced of its own superiority and uniqueness. This arrogance is matched only by their cunning and intelligence, making them formidable foes. A Beholder's lair is a reflection of its twisted mind, filled with traps, illusions, and minions that serve its every whim. These lairs are often found in the deepest, most inaccessible parts of the Underdark, where the Beholder can brood over its schemes in isolation.


    Legends speak of the Beholder's origins as creatures born from the dreams of a mad god, each one a unique manifestation of chaos and fear. It is said that to gaze upon a Beholder is to glimpse the very essence of madness, a vision that can shatter the mind and soul. Many a tale has been spun around campfires of adventurers who ventured into the dark, never to return, their last sight the baleful glare of a Beholder's eye.


    As you stand at the threshold of its domain, the air grows colder, and a palpable sense of dread settles over you. The walls seem to close in, and the shadows deepen, as if the very darkness is alive and watching. You know that somewhere in the gloom, a Beholder waits, its many eyes ever vigilant, ready to unleash its wrath upon any who dare to challenge its dominion. Will you be the ones to unravel the mysteries of this fearsome creature, or will you become yet another tale of woe whispered in the halls of adventurers?


    "

  • Beholder Skills & Traits

    Skills

    • Perception +12

    Senses

    • Darkvision 120 ft.
    • Passive Perception 22

    Languages

    • Deep Speech
    • Undercommon

    Abilities

    • Antimagic Cone: The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

    Actions

    • Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) piercing damage.
    • Eye Rays: The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
      • Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
      • Paralyzing Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
      • Fear Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the beholder is visible to the target, ending the effect on itself on a success.
      • Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
      • Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
      • Telekinetic Ray: If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
      • Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
      • Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
      • Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
      • Death Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

  • "

    Battle Tips for Beholder

    The Beholder is a formidable and iconic creature in the world of tabletop role-playing games. Known for its multiple eye stalks, each capable of casting a different spell, the Beholder can be a challenging adversary for any adventuring party. Here are some tips for Dungeon Masters on how to effectively use a Beholder in battle:


    Using the Beholder in Battle

    • Leverage Its Eye Rays: The Beholder's eye rays are its most potent weapon. Use them strategically to target the party's weaknesses. For instance, use the petrification ray on the heavily armored fighter or the disintegration ray on the spellcaster.
    • Maintain Distance: The Beholder's ability to fly and hover allows it to stay out of melee range. Keep it at a distance to maximize the effectiveness of its ranged attacks.
    • Utilize the Anti-Magic Cone: The central eye of the Beholder projects an anti-magic cone. Use this to nullify the party's spellcasters or magical items, forcing them to rely on physical attacks.
    • Exploit the Environment: Position the Beholder in a lair with narrow corridors or high ceilings to take advantage of its flight and ranged attacks. This can also limit the party's movement and line of sight.

    Coordinating Multiple Beholders

    • Divide and Conquer: Use multiple Beholders to split the party. Each Beholder can focus on a different group of adventurers, overwhelming them with eye rays.
    • Cover Each Other's Weaknesses: Position Beholders so that their anti-magic cones overlap, creating zones where magic is ineffective. This can protect them from powerful spells.
    • Staggered Attacks: Have Beholders attack in waves, with one engaging the party while the others prepare for a second assault. This can keep the party off-balance and unable to regroup.

    Fleeing and Retreating

    • Use Flight to Escape: If the battle turns against the Beholder, it can use its flight to retreat to a more advantageous position or escape entirely.
    • Employ Minions: Use lesser creatures or minions to cover the Beholder's retreat, allowing it to escape while the party is distracted.
    • Retreat to a Lair: If the Beholder is in its lair, it can retreat deeper into the lair, using traps and environmental hazards to slow down the pursuing party.

    By using these strategies, a Dungeon Master can create a memorable and challenging encounter with a Beholder, testing the skills and tactics of any adventuring party.


    "

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