![]() You see the Void is basically a living plane and it's creation of the beholders, the reasoning, is something not fully known to the beholders but they feel that the Void's will is what they will so things are a little strange. ![]() ![]() Those are two of my weaknesses as a GM and a reader. This gives them different stats than their fellow human brothers and makes them a nice surprise to throw at the players. Beholders aren't out to destroy the world but to conquer it through the use of cults and in some of those cults, they get members who have been around beholders too long or who have been exposed to what the beholders 'worship', the Void. See that weird humanoid on the cover with the cloak and the eystalks coming out of the hood? That's probably an eyekin of some sort. Now that's cool enough for me right there, but there's a lot more. It keeps the flavor while rewriting the background where no one can see it, perfect for those who think they know beholders. The reason that people think that beholders all hate one another is that the different domains often battle one another due to differences in ideology, not racial hatred. Want to know how they treat other domains or where they prefer to live or what they look like? What to know what changes in class skills or powers they get? How about common equipment, classes or even adventure ideas? The author's got you covered. Each one has just about everything you need to get started. We've got full details on nine domains: Consuming Eye, Enigma, Eternal Vigil, Final Forge, First Eye, Flesh Reborn, Poisoned Eye, Revelations, and the Watching Wheel. The domains are broken up into different concepts or ideas of how best to do things. This book doesn't quite ignore that or even reference it, but it does give reasons why beholders fight one another and that's domains. Back in the old Spelljammer Days when you couldn't swing a dead cat without hitting a Beholder Hive, these monsters waged war against one another based on physical appearance and were labeled as paranoid monsters who hated all life outside of their own. It's the Anatomy of the Beholder and it goes into some interesting notes like no organs and no throat or stomach as well as some variants based on Dominion. Already a good sign of well utilized space. The book opens up with an illustration on the interior cover. How could this compare?īy making everything you know about beholders wrong, but not invalidated. When I see stuff about Beholders I instantly think about the damn fine campaign I ran back in 2nd edition using the full color Monstrous Arcana book that detailed out the Beholders and supported it with a trilogy of exciting adventures. I admit that I have certain weaknesses as a reader and a GM. New player options for fighting against beholders, including new classes, spells, and organizations.Īnd much more, all of it compatible with the 3.5 revision, with free bonus material available online. Inside you will find:Ī comprehensive look at the different varieties of beholders, including the nation-like Dominions by which they separate themselves, the differing ideologies of each Dominion, and stats for more than a dozen variants, including the Eyetouched template.Īn eye-opening look at beholder cultists and their infiltration of humanoid civilizations, including everything you need to play a cultist or one of the beholders' corrupted eyekin servants.Ī detailed guide to creating memorable beholder encounters, adventures, and long-term campaigns, covering tactical advice for combat, maps of common beholder lair designs, and new classes, feats, equipment, and magic items just for beholders. It expands their social structure and cultural life in new ways, forever changing the way you play them. Far more than simply a book of new options, this work is a transformation of the beholder. ![]() With enough material to sustain a campaign for years, the Complete Guide to Beholders offers a completely new perspective on this misunderstood monster. Behold: the ultimate resource for the ultimate monster.
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