![]() At one point, the dwarf goes to kill a panther-like Displacer Beast. In this scene, there are multiple parties of adventurers stuck in the maze (such as the live-action '80s cartoon characters), which includes an old wizened dwarf. Later, an arguably even more overtly referential moment occurs during the climax in Forge's maze. Two scenes seem to be direct riffs from "Jurassic Park." One occurs during a scene where everyone is running from an angry red dragon, and Sophia Lillis' tiefling druid Doric falls and hangs over a ledge as the dragon attempts to chomp at her legs - which is framed almost exactly like the scene in "Jurassic Park" where Lex (Ariana Richards) dangles from an air-vent as a velociraptor collects itself to jump up and attack her. However, it's much more fun to imagine Xenk as a powerful NPC, controlled by the Dungeon Master of this story to move the plot along. ![]() Why does Yendar leave Ed, Holga, Doric, and Simon alone to stop a world-ending threat, when he's obviously more skilled and capable than them? The argument could be made that - due to Ed's past as a Harper - Xenk felt the quest was in good hands and he was needed elsewhere. forcing the players to act out a meticulously-plotted story, rather than creating a cooperative play experience together.Įssentially, Regé-Jean Page's Paladin Xenk Yendar seems to be an NPC who is plot-relevant for one specific section of the film, and leaves when his role is fulfilled - even if it doesn't make much sense narratively. Or, less charitably, if a DM is "railroading" a campaign, i.e. For example, no one should be using the Fly spell to stay a hundred feet above the beholder.Special NPCs can be especially useful if the Dungeon Master needs the players to be saved from what would otherwise be a potential "TPK" - or "Total Party Kill" - encounter, where without intervention from an NPC all the players' characters would end up dead. The big thing to watch out for here is making certain no character puts themselves in a situation where the deactivation of their magic will lead to devastating results. As a result, the beholder will have a hard time hurting anyone inside of its antimagic cone. However, the good news is that it also includes the beholder's own eye rays. This includes magical class abilities, spells, and even magic items. Basically, no magic aside from magic caused by an artifact or a deity works inside this space. This is a 150 foot cone extending from the beholders central eye that is subject to the effects of an eighth level Antimagic Field spell. While all of the previous tips mentioned are key to giving you an edge against beholders, these alien aberrations still have a silver bullet in the form of their antimagic cone. Let's see what precautions we might take in order to give our heroes a better chance at success. Appearances aside, beholders challenge you and your party through the use of their antimagic cone and various eye rays capable of petrifying, paralyzing, or outright killing adventurers on the spot. While one beholder might be covered in dough-like, sagging skin, another might sport tentacled appendanges more akin to a crustacean than anything that lives on land. ![]() RELATED: Dungeons & Dragons: The Best Feats For A Ranger Floating flesh meatballs covered in tentacles and eyes, beholders are truly grotesque monsters to behold, especially when you consider the fact that each beholder is uniquely shaped. They even make a good show of giving dragons a run for their money as far as the game's most famous monsters are concerned. These alien creatures believe themselves the pinnacle of evolution and date back to the earliest editions of the game. A quick look at the cover of the Monster Manual will tell you all you need to know about the popularity of beholders in Dungeons & Dragons.
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