![]() ![]() One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. ![]() Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.Īn eye opens on a solid surface within 60 feet of the beholder. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:Ī 50-foot-square area of ground within 120 feet of the beholder becomes slimy that area is difficult terrain until initiative count 20 on the next round. Visit our D&D Toys page for more reviews and news.When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. Voting officially kicked off on November 28th and ends December 12th. The Crypt: A treasure-filled area where death and glory can be found.The Dungeon: A massive cavern located under the tower where monsters and treasures await.The Tavern: A place for adventurers to gather for ale and plan their next journey.The Witches Tower: An old ruin that has a lab, armory, a waterwell and a trap door to deter unwanted visitors.Dragon’s Keep: Journey’s End by BoltBuildsįeaturing over 3,000 pieces, this entry in the LEGO D&D contest is monstrous build that actually includes four unique play areas: Harkening back to Dungeons and Dragons’ formation, the adventuring team is composed of a Dwarven Fighter, a Human Cleric, a Halfling Rogue and an Elvish Wizard. ![]() Also included is a way to mount Tiamat to the rear of the tower and a customized stained glass print.
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