w00t! w00d w0ads!

“Give me something interesting!” I demanded of my friendly neighborhood DM.

“Uhhhh… wood woads!” he pronounced. “Go grab Volo’s!”

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So I did! Relevant to my interests, as a perpetual druid or maybe ranger if I’m branching out. Branching. Get it? Well, I laughed.

When I first turned to page 198, I asked Thor, “So, baby treants?” He rolled his eyes and I moved on. The first sentence: “A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.” Willing or not, this strikes me as very sad.

It all begins when a person’s heart is removed, a seed placed inside that heart, and the heart placed inside a tree, in a secret, dark ritual passed through “through generations of savage societies and dark druid circles.” Sometimes this person is a willing victim, other times, not so much. The body of the victim is buried among the roots of the tree and after three days, a small humanoid tree sprouts. The one who performed this dark ritual gives the newborn wood woad it’s task, and it carries out its duty unceasingly.

“Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty.” No joy, no love. “They exist only to protect woodlands and the people who tend them.”

Now, they are listed as lawful neutral, and the above-mentioned goals don’t sound terrible to me, as both an in-game and out-game lover of nature. Thor reminds me, however, that just because they are lawful neutral doesn’t mean we cannot find ourselves at odds with them. We can be good heroes, but if we absolutely need to travel through a sacred grove where the wood woad has been instructed to let none pass, we may have the need to fight one.

Biologically speaking there’s really nothing human left of them. There’s a hole where their heart would be, just like their dead body at the roots of the tree where they were buried. “A wood woad’s face is void and expressionless, except for the motes of light that swim about in its eye sockets.” They receive sustenance from rooting themselves into the earth when not carrying out their duties. They need only sunlight, air, and nutrients from the earth to survive, and survive they will, even if it means outliving their original purpose.

I’ll let the book finish this up: “Wood woads are drawn to creatures that have close ties to nature, and tat protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids of fey that performed the rituals, while others acquire the services of free wood woads that find renewed purpose in the domain of a kindred guardian.”

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I was surprised that they have an AC of 18, but I guess they are made out of wood, and that has to be hearty, so that makes sense. Strength of 18, and immune to being charmed or frightened, with a passive perception of 14. It is interesting to me that its only language is Sylvan. It carries a gnarled club and a shield.

One of its more interesting aspects to me is its Regeneration. “The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate.” So it’s definitely not impossible to kill, but it could be a major pain in the ass.

One other bit is its Tree Stride: “Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see.”

Fascinating!

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Xanathar’s Guide to Everything

Super quick midday-workday-Monday post because this just came to my attention. Relevant to yesterday’s post about beholders, is Xanathar’s Guide to Everything, from Wizards themselves.

Explore a wealth of fantastic new rules options for both players and Dungeon Masters in this supplement for the world’s greatest roleplaying game.

Assembled here for the first time is new information on adventurers of every stripe. In addition, you’ll find and valuable advice for those of nefarious intent who must deal with such meddling do-gooders, including the Xanathar’s personal thoughts on how to dispatch anyone foolish enough to interfere with his business dealings. Alongside observations on “heroes” themselves, the beholder fills the pages of this tome with his personal thoughts on tricks, traps, and even treasures and how they can be put to villainous use.

  • Complete rules for more than twenty new subclasses for fifth edition Dungeons & Dragons, including the cavalier, the inquisitive, the horizon walker, and many more.
  • Dozens of new feats and spells, and a system to give your character a unique, randomized backstory.
  • A variety of systems and tools that provide Dungeon Masters new ways to personalize their home games, while also expanding the ways players can engage in organized play and shared world campaigns.

Beauty is in the eye of the beholder, but evil is in its heart!

The Xanathar…
Waterdeep’s most infamous crime lord, and a beholder to boot…
You’d be shocked to discover just how much he knows about you…
Yes, you… adventurers.

Coming November 2017!

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BEHOLD! Beholders.

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Even before I knew anything about D&D, I think I knew what beholders were. They’re iconic. I probably could have picked out which game it went to, even when my game knowledge was zero. They just feel alien. But for me they always just lived in the land of imaginary monsters. I don’t remember seeing anything quite like them in any game I’ve played, and I’d remember if I’d fought them in Dungeons and Dragons. I had thought I just might not remember, but after doing a little research, no. I would definitely remember.

There is just so much to them. I asked Thor (resident DM) which book I could find it in and he said, “Two pages in the Monster Manual. Or like ten in Volo’s.”

So I picked up Volo’s and turned to the first entry, labeled: Beholders: Bad Dreams Come True.

Super genius. Super paranoid. Super powerful.

“The mind of a beholder is powerful and versatile enough that it can envision literally any possibility, and it prepared accordingly, making it virtually impossible for any invaders to catch it unawares.” The more I read, the more I was just boggled. How do you kill this thing?! “A beholder sees in all directions.” Okay, giant eye monster, got it. “Even when it sleeps,” because when they sleep, they remain conscious, “its smaller eyes remain open, scanning its lair for threats.” IT’S CRAZY SECURED LAIR. Which we’ll get to later. “If a human acted this way, the constant vigilance and lack of truly peaceful rest would lead to a dangerous level of psychosis, but a beholder’s mind accepts this attitude as normal and necessary.”

Every beholder thinks it is the epitome of perfection, so it has no love even for other beholders. They believe itself superior to every other creature. “Unintelligent foes are regarded as food or pets. An intelligent creature is seen as food or a potential minion. A beholder’s true rivals are other beholders, for only another beholder has the intellect, power, and magic to threaten another of its kind.” You may be wondering, how does one of this kind come into this world? If a beholder dreams of another beholder, voila, new beholder. Luckily for the peons of the world, they generally fight to the death upon this happening. “On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality–from which a new, fully formed beholder springs forth unbidden.”

The book goes through the several types of beholders, starting with solitary beholders, and that’s where we get our start with their minions. First of all, they’re exactly what they sound like, living alone in a lair “of its own making or a place the creature took over after killing or driving off the beholder that gave it birth.” Though by all accounts it seems death is more likely, but it gives way to something more useful to us. “A solitary beholder gathers (or inherits) inferior creatures that it uses as minion. 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.” More on minions later.

Now on to eye tyrants. “An eye tyrant is solitary beholder that has suppressed its xenophobia and paranoia and chooses to live as the leader or ruler of a community or an organization.” They can rule over multiple races, setting aside its prejudices while not bothering with respect or understanding of others. They simply tolerate for their own purposes, like the Xanathar Guild, one of the most fascinating aspects to me. In short, “The Xanathar Guild is a thieves’ and slavers’ guild operating underneath the city of Waterdeep in the Forgotten Realms setting.” A beholder seems like a TERRIFYING guildmaster. Read more about the Xanathar on pages 17-18 of Volo’s.

The last type is a beholder hive. Exactly what it sounds like–when its dream-birthing works to create a small army of beholders. When the dreamer awakes and doesn’t feel like killing right off the bat, it can create a batch of beholders that don’t necessarily have a hive mentality, but their “personalities and goals are so similar that they can predict and assume each others’ behavior.” They gather in groups of three to ten beholder, as well as any of their minions.

Then there’s beholder-kin, which is so interesting I will let the book tell you about them. “The lesser creatures known as beholder-kin bear a superficial resemblance to true beholders in that each has a floating spherical body with eyes. . . . A death kiss is usually the result of a nightmare about blood, such as what a beholder might experience after an encounter with a vampire of after being severely wounded in battle. Gazers are “born” out of a poisoned or ill beholder’s feverish dreams, in which its sense of perspective and scale is warped. A spectator is a kind of lesser beholder summoned from another plane of existence to watch over something, such as a treasure hoard. A gauth hails from the same plane as spectators, or one that overlaps is enough that they can take advantage of a flawed attempt to summon a spectator.” Yikes. That’s several flavors of deadly.

The book goes on to describe rolls for everything from skin color and texture, to eye size and body diameter. Then we reach battle tactics, which includes its ability to fly and staying in the dark with its 120 feet dark vision. which for the uninitiated means it can see in the dark as of it were dim light, and of course its cone of antimagic, which is exactly what it sounds like.

Then it gives stats and tactics for DMs, which I dearly hope he never gets to utilize. It also goes through all the rays it can shoot from its eyes, like its charm ray, paralyzing ray, fear ray, slowing ray, death and enervation ray, telekinetic ray, sleep ray, petrification ray, and disintegration ray, and all the variants thereof.

It carves out a lair with its eye rays. It will create spaces for its minions to live, cook and eat, sleep, and places for its trophies and prizes, but will keep tunnels and passages only barely enough to let it’s own body squeeze through, and will keep them winding, so intruders can not get a good shot at it.

Oh yes, minions. It collects people and creatures, and “establishing control over these creatures usually involves the use of its eye rays, but eventually the minions come to understand that the beholder can kill them whenever it wants and it is in their best interest to stop resisting and just obey the beholder’s orders. Minions build walls in the beholder’s lair, distribute food to other residents, and carve out new living spaces for themselves and other minions–tasks that the beholder considers beneath its personal attention. Some even worship the beholder as an angry, capricious deity.” They are also used for defense, even a kind of army. They can also be used to construct intricate traps, mostly it seems on the ground that the beholder can simply fly over. Volo’s dedicates a fair bit of real estate to describing the various traps a beholder might set, so it’s serious business.

Beholders. Terrifying. So how to defeat one? Give me your tactics! My friendly household DM says that “the hard part is finding one, and getting into it’s lair, and past its deadly traps. Give yourself as much advantage and buffs you can on saves, so Bless, or anything that can enhance your saving throws.”

For a beholder in action, check out Wizards of the Coast Stream of Annihilation, and watch a battle with a spectral beholder!

Any questions for a DM, or any research I should do on a topic particularly interesting to you? Let me know in the comments!

My quest for D&D knowledge continues!

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