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Volo's Guide to Monsters PDF

226 Pages·2016·54.44 MB·English
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VOLO'S GUIDE ro MONSTERS� CREDITS ABOUT THIS BOOK Lead Designer: Mike Mearls Monsters are the heart of this book-where they live, Lead Rules Developer: Jeremy Crawford how they think, how they might befriend you, and how Designers: Adam Lee, Kim Mohan, Christopher Perkins, Sean K Reynolds, Matt Sernett, Chris Sims, Steve Winter they might harm you. Chapter 1 delves into the stories of Additional Design: Ed Greenwood some of the monstrous groups presented in the Monster Manual. Chapter 2 supplements the race options in the Managing Editor: Jeremy Crawfrd Player's Handbok, and chapter 3 introduces a host of Editorisa: l KAimss iMstaonhcaen:, CChhrriiss tDoupphueirs P, eBreknin Pse, tMrisicohre, lSet aCna!r ter monsters and their stat blocks. Appendix A provides a fw new beasts, and appendix B is stocked with non­ Art Director: Kate Irwin player characters to populate your D&D adventures. Additional Art Direction: Shauna Narciso, Richard Whitters Appendix C lets you look up stat bloks in this book by Graphic Designer: Emi Tanji challenge rating, creature type, and environment. Cover Illustrator: Tyler Jacobson Interior Illustrators: Tom Babbey, John-Paul Balmet, Thomas Sprinkled throughout the book are observations and M. Baxa, Mark Behm, Eric Belisle, Christopher Bradley, Filip musings fom two denizens of the Forgotten Realms: Burburan, Christopher Burdett, Sam Burley, Conceptopolis, the legendary explorer Volothamp Geddarm (Volo to Stephen Crowe, Daarken, Eric Deschamps, Dave Dorman, Mike his fiends) and the Archmage of Shadowdale himself, F Hauilrlwe,i tSzc, oTtytl eMr .J aFcisocbhseorn, ,L Jaerrse Gmrya Jnatr-Wvise,s Jto, rRgeeb Leaccear Ga,u Daya,n Liealk e El minster Aumar. For the beneft of DMs and players ev­ Ljunggren, Howard Lyon, Warren Mahy, Brynn Metheney, Scott erywhere, Volo and Elminster share their insights with Murphy, Marco Nelor, Jim Nelson, Marc Sasso, Chris Seaman, regard to some of the monsters found herein, and their Craig J Spearing, Cory Trego-Erdner, Franz Vohwinkel, Richard words hold a measure of truth regardless of the D&D Whitters, Eva Widermann, Shawn Wood, Ben Wootten world in which these monsters are met. Cartographer: Jared Blando Other D&D Team Members: Greg Bilsland, Bart Carroll, John Feil, Playtesters: Robert Alaniz, Jay Anderson, Kevin Baumann, Jerry Trevor Kidd, Christopher Lindsay, Shelly Ma:zanoble, Hilary Behrendt, Bill Benham, Stacy Bermes, Matthew Budde, Mik Ross, Liz Schuh, Nathan Stewart, Greg Tito Calow, Anthony Caroselli, Chris Eadie, Frank Foulis, Jason Fransella, Jason Fuller, Jefrey Fuller, Nick Graves, Richard Green, Project Manager: Heather Fleming Gregory Harris, Ken Hart, Sterling Hershey, Eric Hufstetler, Paul Prouct Engineer: Cynda Callaway Hughes, Mark Knapik, Yan Lacharit�. Shane Leahy, Tom Lommel, Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee Jonathan Longstaf, Matt Maranda, Chris "Kong" McDaniel, Lou Art Administratin: David Gershman Michelli, Mike Mihalas, Daren Mitchell, William Myers, Kevin Prepress Specialist: Jeferson Dunlap Nef, Robert Quillen II, David "Oak" Rice, Sam Robertson, Arthur Severance, Pieter Sleijpen, Phil Tobin, Steve Townshend, Kyle Turner, William Vaughan, Arthur Wright ON THE COVER Tyler Jacobson illustrates a fateful meeting between a suspicious frost giant and a lone adventurer armed with Vo/o's Guide to Monsters. Will the giant cleave our learned hero in two, or will diplomacy win the day? Disclaimer: Wizards of t., Coast does not voud1for guarantee, or provide an) pomiu rgardlng lhe validily oflh• information provided in this volume by Vololhamp Geddarm. Do not trust Volo. Do not go on quests ofend by Vol. Do not listen to Volo. Avoid being seen with him for risk of guilt by association. i Volo appears in yoir campaign, your DM is indoubtedly trying to kill your character in o manner that con be blamed on rour own a,. lions. The DM is probably lrying ta do lhat anyway, &ul with Vo/o's appearance, you know for sure. We're not ,orwinced that Elminster's commentary is all that trustworthy •ithcr, but he turned us into fumpls the last time we mentioned him in one of these disclaimers. 620B8682000001 EN ISBN: 978 -0-7869-6601-l First Printing: November 2016 CE 987654321 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampers.nd, Plalr's Handbook, Monsl<r Manual, Dungeon Master's Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and oter countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibitd without the express written permission of Wizards of the Coast. Pnted In the USA. 42016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured b Hasbro SA, Rue Emile-Bokhat 31, 2800 Dei�mont, Oi. Rcpre$COted by Hasbr Eurpe 4T he Square Stockley Park lJxbridge Middlesex lJBJJ JET UK CONTENTS Preface .......................................................... 4 Ch. 2: Character Races. ........................ 103 App. A: Assorted Beasts ......................2 07 Ch. 1: Monster Lore ................................... 5 Aasimar. ..................................................... 104 App. B: Nonplayer Characters ........... 209 Beholders: Bad Dreams Come True ....... 5 Firblg. ....................................................... 105 A C 221 Gi ants: W orI d Sh ak ers ............................ . Gnolls: The Insatiable Hunger ............... 33 Kenku ......................................................... 109 Maps or Monster Lairs Goblinoids: The Conquering Host. ....... .40 Lizardflk .................................................. 111 Beholder Lair .............................................. 14 Hags: Dark Sisterhood ............................. 52 Tb•a xi ... -.................................................. 113 Goblinoid War Camp ................, y,.,• ••....... 51 Kobolds: Little Dragons ........................... 63 Triton .......................................................... 115 HagLirs .................................................... 60 Mind Flayers: Scourge of Worlds .......... 71 Monstrous Adventurers ......................... 118 Kobold Lair ................................................. 69 Ores: The Godsworn ................................ 82 Height and Weight ................................... 120 Mind Flayer Colony ........· -··················-·· 79 Yuan-ti: Snake People .............................. 92 Ch . 3•. Bstary . ....................................... . 121 Ore Stronghold .............- ........................... 91 Yuan-ti Temple ......................................... 101 INDEX OF MONSTER STAT BLOCKS Abjurer .......................................................2 09 Flind. ........................................ ,. ................. 153 Ore Nurtured One ofYurtrus ................. 184 Alhoon ........................................................ 172 Froghemoth .............................................. 145 Ore Red Fang of Shargaas .................... 185 Annis hag ................ .-............................... 159 Frost giant everlasting one. ................... 148 Ox (cow) ............................................ .,., .... 207 Apprentice wizard ................................... 209 Gau th .......................................................... 125 Quetzalcoatlus ............................... ,. ......... 140 Archdruid .................................................. 210 Gazer .......................................................... 126 Quickling ................................................... 187 Archer ......................................................... 210 Giant strider .............................................. 143 Redcap ....................................................... 188 Aurochs ......................................................2 07 Girallon ...................................................- .152 Rothe (cow) ································-··········-·207 Babau .................- ....................................... 136 Gnoll fesh gnawer ·····················-···-··-154 Sea spawn-··············································· 189 Banderhobb. .............................................. 122 Gnoll hunter .............................................. 154 Shadow mastif ........................................ 190 Bard ............................................................ 211 Gnoll witherling ....................................... 155 Shoosuva .................................................. 137 Barghest .........•.......................................... 123 Grung ......................................................... 156 Slithering tracker ·······:····················ou····· 191 Bheur hag .................................................. 160 Grung elite warrior ................................. 157 Spawn of Kyss ....................................... 192 Blackguard .......................... ,. .................... 211 Grung wildling ......................................... 157 Stegosaurus .............................................. 140 Bodak ......................................................... 127 Guard drake .............................................. 158 Stench kow (cow) ..................................- .207 Boggle ........................................................ 128 Hadrosaurus ............................................. 140 Stone giant dreamwalker .................. , ... 150 Brontosaurus ............................................ 139 Hobgoblin devastator._.. ......................... 161 Storm giant quintessent. .., .................... 151 Catoblepas ............................................... 129 Hobgoblin Iron Shadow ......................... 162 Swarm of cranium rats ........................... 133 Cave fsher ............................, . .............., .. . 130 Ilusionist.. .� . ............................................. 214 Swarm of rot grubs.. ............, ..............., 208 Champion .................................................. 212 Ki-rin .......................................................... 163 Swashbuckler ........................................... 217 Chitine ....... _. ............. n •••••••••••••••••••- .... y. .. 131 Kobold dragonshield. .............................. 165 Tanarukk·-···················-···············-·-·····186 Choldrith. ................................................... 132 Kobold inventor ........................................ 166 Thory ........................................................ 197 Cloud giant smiling one ..... m. ................ 146 Kobld scale sorcerer. ............................ 167 TlincaUi ......•. y •••••••• -..........................., -... 193 Conjurer ........., .............., . ........................... 212 Korred· ··················································-··· 168 Transmuter ................................................ 218 Cow ............................................................ 207 Kraken priest.. ......................................... 215 Trapper ....................................................... 194 Cranium rat ............................................... 133 Leucrotta ................................................... 169 Ulitharid .................................................... 175 Darkling ..................................................... 134 Martial arts adept... ............., . ............... 216 Vargouille .................................................. 195 Darkling elder .......................................... 134 Master thief. ............................. -............... 216 Vegepygmy ................................................ 196 Death kiss. ........ _.. ..................................... 124 Maw demon ........................................ , ...... 137 Vegepygmy chief ..................... ,. ............... 197 Deep scion ............................... -............... 135 Meenlock ................................................... 170 Velociraptor .............................................. 140 Deinonychus .............. -,. ........................... 139 Mind fayer lich. ........................................ 172 War priest, ........................, .�·-·········-"'""· 218 Devourr .................................................... 138 Mindwitness .................. "' ........................ 176 Warlock of the arhfy ..y . ., .................... 219 Dimetrodon ............................................... 139 Morkoth. ........................................� . ......... 178 Warlock of the fend ................................ 219 Diviner.-..................................................... 213 Mouth of Grolantor .................................. 149 Warlock of the Great Old One ..............2 20 Dolphin ..................................................... 208 Necromancer ............................................ 217 Warlord ......................................................2 20 Draegloth ................................................... 141 Negi... ........................................................ 180 Wood woad ......................................... -..... 198 Elder brain ................................................ 174 Neogi hatchling ........................................ 179 Xvart .......................................................... 200 Enchanter ................................................. 213 Neogi master .............................................1 80 Xvart warlock ofRaxivort. .................... 200 Evoker ........................................................ 214 Neothelid ................................................... 181 Yeth hound ................................................ 201 Fire giant dreadnought .......................... 147 Nilbog ......................................................... 182 Yuan-ti anathema .....................................2 02 Firenewt ···············································-·· 142 Ore Blade of Ilneval ................................ 183 Yuan-ti broodguard ........................, .., ..... 203 Firenewt warlock of lmix ................... -. 143 Ore Claw of Luthic .................................. 183 Yuan-ti mind whisperer ..........................2 04 Flail snail .................................- ........� . 144 Ore Hand ofYurtrus ............................... 184 Yuan-ti nightmare speaker .....................2 05 Yuan-ti pit master ................................... 206 18 Goliath. ....................................................... 108 pp. : Monster Lists ............· -············ PREFACE Well met, adventurer. You seem like a curious sort who enjoys the finer things. Permit me to thrust upon you my latest masterwork, years in the making. I think you'll find it well worth your time and money. First, a warning: here there be monsters! No less a peerless font of sagacity as Elminster of Shadowdale' has attested that more worlds than this one teem with monsters. As a result, that "Here there be monsters" line has appeared. on maps of worlds far from this one, and hidden from your modest scribe. And who am I, you ask? Volothamp Geddarm at yourservice,setting forth truths like the deep and ancient secrets whispered into my ears by the guardian spirits of the hidden tombs of fallen archmages now dust. Yes, in this very tome, I set forth divera details, never before gathered with such coherence in one place, of the creatures varied and strangethat it pleassehsumans and most other civilized races to deem "monsters." I cannot recommend the essential lore contained in this volume highlyenough, and cry it to be "life-savinglynecessary" to everyadventurer and wayfarer in the wilderlands and the Underdark, be they prospector, miner,or merelsyeeking shelter in a cavern from prowling beasts or the claws of winter, over the world entire, And should you find it within yourself to complain that this or that entry islacking in veracity or comprehen1ive completeness 6 let it Notes from Elminster Aumar Archmage OF Shadowdale be known that I, Volo, took no shortcuts, and stinted Senior Advisor TO the Open Lord OF Waterdeep: not in the depth of my probings or the courting of discomforts in gathering the most extensive and t. Lay IT ON THICK, IVILL VE? authoritative lore possible. At great personal risk, 2. IF THIS IS MODEST, I OARE NOT THINI( IVHAT PREENING BE. mightI add!• J. COHERENCE, INDEED/ VOLO, THY CLARITY IS AS THE CHURNING Betimes I used my not-inconsiderable• magic to disguise myself as a tree, stone, or even a puddle, SURFACE OF A LARGE CITY CESSPIT-WHEN TENTACLES ARE and 10 prepare the very best guide I possibly could. ABOUT TO ERUPT FROM BENEATH.I In the doing, I have seen the most wondrous vistas, 4. THE MODESTY IS BLINOING.1 SUCH A PARAGON OF ELUCIDATION, from frosty high mountain peaks where giant castles S1'LFLESSLY SERVING ALL. OFTEN ON A PLATTER, IVITH AN drift past, to the deepest icy lakes beneath the earth, APPLE IN EVERY MOUTH. where nameless tentacled things stir and slither, and , waaswed anew at the beautoyf the world that we all, 5. EARPLUGS SOLO SEPARATELY. monstrous or otherwise, share. G. HERE IT COMES. GET IN FIRST.' HEAD OFF THY LEGITIMATE If you find this tome of use, please tell your CRITICS. friends, business partners, and acquaintances met 7, THE SANITY OF THOSE IVHO BABBLE OF PROBES IS SELDOM HELO in passing in the street. Then perhaps I'll have the IN HIGH REGARD. chance to pen an even more useful guide, in future," And whatever befalls you or me in our unfolding 8. VE MAY, THOUGH YE'RE OBVIOUSLY UNAWARE, YOUNG VOLO, HOW lives, I remain your humble scribe and obedient OFTEN ANO FOR HOW LONG I HAVE BEEN TELLING DRAGONS, servant, and am now (and if the gods grant, forever MINO FLAYERS, ANO EVEN GOBLINS HOW TRULY VILE in lasting feme), VOLOTHAMPS TASTE, RAW OR COOMEO . VE'RE IVELCOME. Volothamp Oeddarm1 2 9, BETIME$ VOLO MISCONSTRUES THE MEANING OF \VOROS. HERE, 0 FOR EXAMPLE, HE MEANS, ' NONEXIST E NT." 10. UNTIL \VE MILL EACH OTHER, USING VOLO's HANDY TIPS, BUNDLED UP NEATLY HEREIN. 11: VOLO'S GUIDE TO FLEEING ANGRY MOBS. I FORESEE A SHORT IVORM, IIUT A CLASSIC. 12. I.er ME BE FAIR. THE LAO MEANS \YELL ANO HAS DONE \V£LL. BETTER THAN I EXPECTED. SO.Mio CF \VHAT'S IN THIS BOOM IS TRUE, ANO CAN EVEN BE TRUSTED. OLO HAS ENCOUNTERED MANY MONSTERS You might be wondering why certain monsters were in his day, few as odious or as ornery as chosen above others. Where are dragons and githyanki? the ones described herein. This chapter What, no fiends or undead? We hope to tackle other takes several iconic D&D monsters and monsters in other products over time. Until then, mind provides additional information about the kobolds hiding under the stairs, and beware of hags their origins, their dispositions and bearing strange gifts. behaviors, and their lairs-above and beyond what is written in the Monster Manual. To give BEHOLDERS: BAD DREAMS every monster such grand treatment would require too many pages to count, so we winnowed down the list to COME TRUE nine groups of creatures that have a lot going for them To those who would seek to conquer beholders or and tend to get used often in D&D campaigns: merely understand them, nearly everything about their Beholders Goblinoids Mind flayers quarry is unfathomable. These bizarre creatures are Giants Hags Ores possessed of alien intelligence, inhuman forms of per- Gnolls Kobolds Yuan-ti ception, and the ability to shape reality through force of will-or even by their mere presence. Inside the If you plunder this chapter for ideas and maps the comfortable confines of its subterranean lair, a beholder next time you create an adventure or a villain, then this is nearly unassailable thanks to the combination of its material has served its purpose. We hope that, as you peerless intellect and the brutal effects of its eye rays. explore each monster section, you'll come up with new Some of the behaviors and motivations that beholders ways to challenge and entertain your players, as well as exhibit are analogous to those of humans and other in- find new things that you can borrow for your own D&D telligent creatures. The difference is one of degree. For campaign. Let each entry spark your imagination! instance, where a prideful, confident human might be THINK VE weave cunning SCHEMES and ELABORATE intrigues with FALLBACK plans adventurers arrive at its lair with summoned angel allies and positions? B EHOLDE RS change, refine, or enslaved demons, by breaking through the floor, by DISCARD, and spin anew SCORES OF SUCH plans. teleporting or riding dinosaurs, or girded with layers of ALL THE TIME. To THE AVERAGE beholder, human magical defenses and armed with advanced weapons. In intrigues ARE THE fumblings OF BAB IES . any case, the beholder's reaction is calculated, because Elminster it has thought about what it and its minions must do in response to every situation. DESPOTIC PERSPECTIVE cowed by a serious threat, the arrogance of a beholder A beholder believes it is superior to all other entities. knows no such bounds: it believes that it is superior to Unintelligent foes are regarded as food or pets. An in- every other creature, even including other beholders. A telligent creature is seen as food or a potential minion. human chess player becomes a master by honing the A beholder's true rivals are other beholders, for only ability to look several moves ahead during a game- another beholder has the intellect, power, and magic to which is still no match for what a beholder can accom- threaten another of its kind. plish with its superior intelligence and awareness. Most of a beholder's mental activity is devoted to The mind of a beholder is powerful and versatile unearthing plots against itself (real or imaginary), plan- enough that it can envision literally any possibility, and ning attacks against known rivals, and preparing its it prepares accordingly, making it virtually impossible defenses against all possible threats. It considers itself for any invaders to catch it unawares. This way of think- the center of the world, in a narcissistic way; of course ing could be interpreted as a form of paranoia- and the clan of duergar moving into its territory is because a if so, it would be the most extreme form imaginable. rival is trying to oust it, of course the gang of adventur- While a human tyrant might be rightfully paranoid ers in its lair were sent to kill it by a cowardly rival, and about unperceived threats, a beholder is paranoid even so on, because it is the perfect example of beholderness though it perceives everything, because that attitude is and all other creatures are jealous. the natural companion to eternal vigilance. A beholder's arrogance is a prominent aspect of its Beholders are among the few creatures that can shape personality. Although it isn't inclined to brag of its su- reality in their vicinity. In addition, beholders don't periority, especially in combat, it is dismissive of its truly sleep when they rest. Instead, a beholder's mind opponents' efforts and insulting of their abilities and remains semiconscious even as it dreams. As a result, failures. An exceptional challenger can earn a measure on rare occasions when a beholder dreams of another of respect- enough that the beholder might be merciful beholder, the dream-reality becomes warped and takes and pacify the creature with a charm ray or a sleep ray on physical form, becoming another actual beholder. instead of killing it outright. Of course, this mercy has To call this process reproduction would be inaccurate, a purpose; the defeated opponent is interrogated, subju- because in most cases the old and new beholders fight gated, and offered a role in the beholder's retinue once to the death- a fact for which the rest of the world its will is broken. A beholder might consider a group is thankful. of skilled adventurers to be a valuable prize and use its abilities to capture them all for this purpose, giving INHUMAN INTELLECT them the opportunity to serve as guards, spies, or assas- sins against a rival. Refusal means, at best, servitude as A beholder sees in all directions. It is always looking for a charmed minion, and at worst, disintegration. concealed attackers. Even when it sleeps, its smaller eyes remain open, scanning its lair for threats. If a hu- BIRTH OF A BEHOLDER man acted this way, the constant vigilance and lack of truly peaceful rest would lead to a dangerous level of Beholders can produce others of their own kind, but the psychosis, but a beholder's mind accepts this attitude as process has nothing to do with biology and everything to normal and necessary- it is always alert to the possibil- do with psychology. ity of assassination or betrayal by unknown threats that When a beholder sleeps, its body goes briefly dormant stand ready to pounce on the beholder the instant it lets but its mind never stops working. The creature is fully its guard down. aware, even though to an outside observer it might ap- Complementing this ever-present, passive paranoia is pear oblivious of its surroundings. Sometimes a behold- the beholder's genius-level intelligence. Where another er's dreams are dominated by images of itself or of other creature would ignore the occurrence of two seemingly beholders (which might or might not actually exist). On unrelated events as merely coincidental, a beholder extremely rare occasions when a beholder dreams of imagines multiple ways they could be related, finding another beholder, the act creates a warp in reality- from or fabricating a pattern out of supposed or actual ran- which a new, fully formed beholder springs forth un- domness. By thinking of all these possibilities-however bidden, seemingly having appeared out of thin air in a implausible they might be-and extrapolating its own nearby space. This "offspring" might be a duplicate of actions in response, a beholder is truly prepared for any the beholder that dreamed it into existence, or it could situation and has a strategy to counteract it. take the form of a different variety of beholder, such as a A beholder has plans on top of plans, even for the death kiss or a gazer (see "Beholder-Kin"). It might also least likely circumstances. It doesn't matter if invading be a truly unique creature, such as could be spawned 10 Monster Lore When beholders dream whentle real trouble of beholders,that's starts. s -Volo only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant. SOLITARY BEHOLDERS Most of the beholders in the world live apart from others of their kind, and they like it that way. When a solitary beholder dreams another beholder into existence, the creatures' basic nature often means that the first thing they do is try to destroy one another. A solitary beholder lairs within a cave system or a ruined structure, either one of its own making or a place the creature took over after killing or driving off the beholder that gave it birth. A solitary beholder gathers (or inherits) inferior crea- tures that it uses as minions. These creatures help defend the lair and also serve as shock troops if the beholder vacates its lair to prey on the inhabitants of the surrounding area. Often, it plunders its neighbors' behavior, much as especially close human siblings can. homes for knowledge and treasure. After the beholder The original beholder is usually the dominant one and secures the spoils it desires from its enemies, it allows takes a leadership role. A hive consists of three to ten its minions to divide the remaining booty. beholders, plus whatever minions they control. EYE TYRANTS DEATH TYRANTS An eye tyrant is a solitary beholder that has suppressed As a beholder ages, it spends more and more time its xenophobia and paranoia and chooses to live as the worrying about its mortality. The dreams of such a leader or ruler of a community or an organization that death-fearing beholder might reach into strange corners includes other creatures. This doesn't mean that the of reality and imagine circumstances in which the crea- eye tyrant likes, respects, or understands the creatures ture can live on after death. When the beholder awak- it chooses to associate with, but it does distinguish be- ens, it finds itself transformed into a death tyrant. It now tween individuals of other races and communicates with exists in a state of undeath- yet its fear of being killed them on a regular basis. An eye tyrant is still ruthless at remains unabated. eliminating threats to itself, whether from another be- A death tyrant's paranoia about its enemies tends to holder or some other powerful creature-it just doesn't be related to how it fears it will be destroyed, and its have an insane fear that any creature not under its plans take that fear into account. For example, a death direct control is working for an enemy. Most known be- tyrant who imagined it would eventually be slain by frost holders who choose to interact with humanoid society in giants might relocate its lair to the inside of a volcano, any way are eye tyrants For an example of an eye tyrant send its minions to hunt down all frost giants within 100 that leads an organization of humanoids, see the section miles, or take some other drastic measure to ensure on the Xanathar Guild. that the fear never becomes reality. BEHOLDER HIVES BEHOLDER- KIN In exceedingly rare cases, a beholder might experience The lesser creatures known as beholder-kin bear a a dream in which it sees itself in a mirror, or encounters superficial resemblance to true beholders in that each several copies of itself, or imagines a sensation akin to has a floating spherical body with eyes. That's where the what humanoids call multiple personalities. At such a similarity ends. time, the beholder's dream-birthing creates a beholder Chapter 3 of this book introduces several new types hive-a group of "newborns" that are identical to its own of beholder-kin. A death kiss is usually the result of a shape but smaller. nightmare about blood, such as what a beholder might When the dreamer awakens, it treats the newborns as experience after an encounter with a vampire or after extensions of its own self in other bodies, and therefore being severely wounded in battle. Gazers are "born" out isn't consumed with an urge to kill them. This united of a poisoned or ill beholder's feverish dreams, in which group of identical beholders doesn't truly have a hive its sense of perspective and scale is warped. A specta- intelligence, but their personalities and goals are so tor (see the Monster Manual) is a kind of lesser beholder similar that they can predict and assume each others' summoned from another plane of existence to watch over something, such as a treasure hoard. A gauth hails BEHOLDER IRIS SHAPE from the same plane as spectators, or one that overlaps d20 Iris Shape d20 Iris Shape it enough that they can take advantage of a flawed at- 1-4 Circle 11-14 Slit tempt to summon a spectator. Although true beholders can be found on a spectator's or gauth's home plane, the 5 Crescent 15 Square creatures' actual place of origin is unknown (whether 6 Hourglass 16 String-of-pearls another plane, a world beyond the stars, or some 7 Irregular 17-18 Triangle stranger location), and spectators and gauths aren't be- 8 Keyhole 19 Wave lieved to originate from dreams as other beholders do. 9-10 Oval 20 Double iris (roll twice, ignoring PHYSICAL CHARACTERISTICS results of 20) As a byproduct of their unique method of propagation, beholders in one part of the world tend to look similar, BEHOLDER EYE SIZE with variations becoming more pronounced the farther 2d6 EyeSize one travels from that area. Even a slight variation in the shape of an eyestalk or the texture of its skin is enough 2 50 percent normal for one beholder to consider another a flawed abomina- 3-4 75 percent normal tion, which should be destroyed. 5-9 Normal Use the following tables to produce a variety of differ- 10-11 125 percent normal ent appearances for beholders. 12 150 percent normal Roll once for the central eye and once for all the smaller eyes. BEHOLDER BODY DIAMETER 2d6 Body Diameter BEHOLDER EYESTALK TEXTURE 2 4 feet d6 Eyestalk Texture 3-4 4 1/2 feet 1-2 Smooth 5-9 5 feet 3-4 Ridged (earthworm) 10-11 5 1/2 feet 5-6 Segmented (insectile) 12 6 feet BEHOLDER EYESTALK SHAPE BEHOLDER SKIN COLOR d4 Eyestalk Shape dl2 Skin Color Thick and short Brown 2 Thin and short 2 Brown-yellow 3 Thick and long 3 Cray 4 Thin and long 4 Green 5-7 Pinkish BEHOLDER MOUTH SHAPE AND SIZE 8-9 Purple-blue d6 Mouth Shape and Size 10-11 Mottled (roll twice, ignoring results above 10) Small/narrow 12 Shaded (roll twice, ignoring results above 10) 2-5 Normal 6 large/wide BEHOLDER SKIN TEXTURE dlO Skin Texture dlO Skin Texture BEHOLDER TEETH SHAPE 1-2 Pebbled 7-8 Smooth dlO Teeth Shape 3 Pitted 9 Warty 1-4 Thick and pointed 4-5 Plated 10 Wrinkled 5-6 Humanlike 6 Scaled 7 Humanlike, fanged {vampiric) 8-9 Thin and needle-like BEHOLDER EYE COLOR 10 Double row (roll again, ignoring results of 10) dlO Eye Color dlO Eye Color 1 Red 6 Violet ROLEPLAYING A BEHOLDER 2 Orange 7 Pink A beholder constantly fears for its safety, is wary of any 3 Yellow 8 Brown creature that isn't one of its minions, and is aggressive 4 Green 9 Black in dealing with perceived threats. It might react favor- 5 Blue 10 Metallic (roll d6 ably toward creatures that humble themselves before it for color) and present themselves as inferiors, but is easily pro- voked to attack creatures that brag about their accom- 8 H ER 1 Monster Lore ___ _ plishments or claim to be mighty. Such creatures are seen as threats or fools, and are dealt with mercilessly. Each beholder thinks it is the epitome of its race, and therefore all other beholders are inferior to it-even though, at the same time, it considers other beholders to be its greatest rivals. A beholder might be willing to co- operate with adventurers who have news about another beholder's lair or activities, and might be nonhostile toward adventurers who praise it for being a perfect ex- ample of a beholder. BEHOLDER FLAWS The tables that follow present possibilities for per- sonal characteristics that you can use to make a be- d6 Flaw holder distinctive. I usually ignore advice from my minions. 2 I enjoy taunting rivals with hints of my plans. BEHOLDER PERSONALITY TRAITS 3 I am very quick to take offense. dS Personality Trait 4 I frequently have terrifying dreams. I enjoy lording my superiority over others. 5 I often take out my frustrations on my minions. 2 Cold, emotionless logic is the way I defeat my foes. 6 I sometimes forget that others don't have access to 3 I determine if a creature is worth keeping alive within all of my knowledge. the first minute of speaking to it. 4 I frequently dream of [a particular creature] and am BEHOLDER NAMES certain it is trying to manipulate me. A beholder picks its own name, piecing together sounds S I pretend to be insaneso my enemies underestimate and syllables that have significance and meaning to it. me. 6 I am weary of frequent interruptions. BEHOLDER NAMES 7 Assassination attempts are the only events that quell d20 Name d20 Name my feelings of loneliness. Barixis 11 Orox 8 I sometimes fear that I am a flawed abomination. 2 Chelm 12 Qualnus 3 Derukoskai 13 Ralakor BEHOLDER IDEALS 4 Eddalx 14 Selthdrych d6 Ideal 5 Famax 15 Sokhalsh l Creed. My trophies are proof of my success. (Evil) 6 Irv 16 Thimnoll 2 Community. My hierarchy of minions keeps me safe. 7 Jantroph 17 Velxer (Lawful) 8 Khoa 18 Xeo 3 Intolerance. All other beholders are imperfect and 9 Lanuhsh 19 Zalshox must be destroyed. (Evil) 10 Nagish 20 Zirlarq 4 Stability. I must maintain the current balance of power in the region. (Lawful) BATTLE TACTICS S Perfection. Although I am perfect as I am, I can strive A beholder analyzes its opponents, makes note of armor, to be even better. (Neutral) weapons, and tactics, and adjusts its strategy to elimi- 6 Power. I will be secure when I rule over all. (Evil) nate the most dangerous threats as quickly as possible. Although a beholder's specific actions will vary with BEHOLDER BONDS each encounter, the creature's behavior is largely gov- erned by the tactics discussed below. d6 Bond My followers are all spying on me, and I seek moti- STAY OUT OF RANGE AND SIGHT vated, powerful allies to destroy them. A beholder's natural ability to fly is essential to many of 2 I miss the kinship of my identical twin, who disap- its defenses and habits. Portions of its lair- especially peared years ago. the remote part where it sleeps- usually aren't reach- 3 I must recover an artifact that was stolen from me. able on foot, which makes it harder for its minions to 4 I have foreseen the moment of my death and know take over the lair, and forces intruders to find ways to what will kill me. I hope to curry favor with my slayer overcome steep vertical climbs. Also, a beholder's natural levitation means it doesn't to forestall my end. risk activating any floor-based traps, and therefore it is 5 I was lucky to escape my enemy, and I worry that I likely to use such defenses to protect its inner sanctum, might be discovered again before I am ready. allowing it to roam freely through the area while hos- 6 I scheme endlessly to recover an ancient tome that tiles must dodge or overcome multiple obstacles. contains the secret of creating perfect, obedient Unless its opponents are concealed by fog, invisibility. clones of myself. or some other magic, a beholder can lurk in the dark

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