I once had a player who insisted their rogue could redeem a beholder they accidentally freed; it became one of the weirdest, most satisfying arcs we ran. Practically speaking: yes, a beholder can be redeemed, but it almost never looks like a magical cure. I treated it like repairing a relationship. Trust was the currency.
We made the creature smaller and removed a few eyestalks, both mechanically (fewer rays) and narratively (injury made it less terrifying). We gave it a motive — it loved old books and hated being alone — and a soft spot the party could appeal to. Redemption meant repeated choices: refusing to attack, saving a village it once preyed on, or protecting a party member despite its fear. The party negotiated terms, set boundaries, and used roleplay checks (Insight, Persuasion) to show progress.
If you're running this at your table, keep these tips: slow it down, let redemption be an arc not an event; balance its powers so it doesn't steamroll social outcomes; and prepare fallout from other beholders or townsfolk. In short, doable, memorable, and messy — exactly the sort of story I keep coming back for.
I've run campaigns where I turned the room cold just by putting a beholder on the table — literally and figuratively. To me, the question isn't a binary 'can' or 'can't'; it's a story problem and a mechanical one. Beholders are built in lore as xenophobic, paranoid, and biologically predisposed to seeing everything as a threat. That makes full-bodied, cheerful redemption implausible without careful groundwork. But plausible redemption? Absolutely — if you're willing to reshape expectations and accept consequences.
Mechanically, a few levers make this work. Start small: a young, gnome- or tiefling-sized beholder-kin is easier to sympathize with than a Great One entrenched in a lair with antimagic cone and thirty eyestalks. Use variants from 'Volo's Guide to Monsters' as inspiration, or homebrew a hobgoblin-sized aberration that grew up exposed to different ideas. Let its paranoia be a trait, not a prison: give it moments of curiosity, an object or memory that humanizes it, or a debt to the party. Replace instant alignment flipping with slow, player-driven scenes — therapy-style conversations by campfires, a captured book that changes its worldview, or a godlike vision from a deity in 'Mordenkainen's Tome of Foes' style cosmology. Let its decisions be visible: it saves someone from its species, refuses an eyestalk ray during a fight, or protects a town it once hunted.
Narratively, consequences make the redemption interesting. NPCs may never fully trust it; other beholders or beholder-kin might target it as traitor; and players will need safety valves and vetoes so everyone feels agency. I find it rewarding to shift the arc to “earned trust” instead of “mystical cleanse.” Even if the beholder never becomes a warm, hugging companion, it can become a complex ally — a guardian with a psychological scar, an obsessive librarian, or an exile who protects the party's secrets while still flinching at loud noises. If you want a softer experiment, try a one-shot where the party negotiates with a young beholder for its freedom in exchange for a promise; it's a neat way to test tone before committing. I love seeing groups wrestle with the moral gray of these monsters — it makes sessions feel alive and a little dangerous in the best way.
2025-09-05 08:23:06
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However, when Grace does not get her wolf, her father changes, becoming angry and distant. When she still has no wolf on her 12th birthday, he banishes her from the pack. She and her mother leave the pack and Paige's mate.
Living in the human world, Grace watches the ruptured mate bond slowly kill her mother, leaving her alone in the world at age 16. However, on her 18th birthday she not only awakens with a wolf, but a Guardian.
Now, hunters are coming. They have heard of Guardians and their strength, and they want them dead. Grace will have to trust Eli as her mate and join forces with the other Guardians who she feels a strange connection to defeat this new foe and begin the life she was always meant to have – the leader of her own pack.
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When a blight comes to Crimson, the dragon demands a virgin "of marriageable age" as a sacrifice in exchange for his assistance.
Seen as strange, even cursed, Millicent was an easy choice for the sacrifice. Loved and wanted by no one, there was nobody to fight for her when they chained her to the cart and left her at the base of the hill to be defiled or devoured.
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When Alpha Ryker sends him on a mission to be the bodyguard to a prominent Alpha's daughter, he expected it to be a straightforward thing. But when he first lays his eyes on Chloe Jane, and inhales her scent, he feels the pull of the mate bond, but since she is blind, the bond seems to be one-sided.
Oh, fate can be cruel...
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But how can the Goddess mate these two, who already share a dark history?
***
I narrow my eyes because I know this man. He's older, but…The last time I saw him was fifteen years ago after a botched rescue mission to save his wife and daughter…
I try not to show my surprise at what I've just realized, because there's no bloody way it can be true. There's no way this is the same man from back then, and there's just no f*cking way that this woman in front of me is—
“I see you've met my daughter already; this is Chloe Jane, your charge for the next few months, he says, shutting up my doubts.
Now I understand Ryker's words better; and as that realization sets in, I can finally hear the word my wolf is saying.
Ryker is cruel, but the Fates even more so. How could they mate me to a woman I nearly killed, a woman whose life I ruined by my careless actions?
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But despite the odds, a love like theirs cannot be denied. Even if it means burning down the world to bring them back together again.
THIS IS THE THIRD and FINAL BOOK in the DRAGON PRINCE series which also includes "Sacrificed to The Dragon Prince" and "Reclaiming My Beloved Dragon Prince" .
A Spin-off to Rejected Mythical Luna —Julian X Robin Story They say destiny determines how our lives play out, that the Moon Goddess shapes our paths. But if that’s true, then she did a terrible job with mine. Because as I’m being dragged away, all eyes on me and tears burning down my cheeks, I finally understand how cruel destiny can be.
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All I want is my life back. My family. My pack. Him.
And if that means killing again, I’ll do it, only this time, I knew better than to do it alone.
“Did you really think leaving me behind was the best choice?” he asked, his breath hot against my skin.
“I came to you twice, Julian,” he says, his grip firm, his voice trembling with something between pain and love. “You pushed me away both times. This time, I won’t let you fight alone.”
Then his lips crashed against mine, and a single tear slipped free.
Was this the retribution I’d been seeking… or just the beginning of a curse written by fate.
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The way I talk about monsters is probably a little sentimental — I grew up poring over maps and the scribbled margins of 'Monster Manual' — and the beholder is one of those creations that always felt like D&D's richest piece of weirdness. In real-world terms, the floating eye tyrant is usually credited as an original creation from the very early days of the game, from the circle around Gary Gygax and other early designers. Its iconic look — a central, malevolent main eye, a fanged maw, and a corona of independently deadly eyestalks — was nailed down in the classic era and then cemented as a staple by the 1977 'Monster Manual'. That book helped turn the beholder from a cool sketch into a codified, widely recognised monster with stat blocks and lore that DMs could drop into any campaign.
In the fiction of the multiverse there isn’t one single origin story that everyone agrees on, which is part of why beholders feel so delightfully uncanny. Different settings and editions lean into different explanations: some treat them as native aberrations of the multiverse — creatures that evolved (or were birthed) from the raw, mind-bending energies of alien planes. Others hook them more directly to the cosmic horror trope by linking them to the Far Realm or to other realms of madness; under that view, beholders are either products of exposure to otherworldly influence or outright immigrants from a plane where reality has different rules. I personally love mixing those ideas: maybe the first beholders were aberrations spawned by a planar rift, and subsequent generations mutated into the many subtypes we see in supplements.
Beyond origin theories, behaviors and society also feed interpretations. Beholders are fiercely individualistic and paranoid, so any origin story has to explain how something so solitary could produce whole lineages and variants (we've got 'gauth' and 'death kiss', among others). Campaign books like 'Volo's Guide to Monsters' and various edition-specific sourcebooks lean into the theme that their biology and magic make them prone to creating strange offshoots and cults. For me, that means when I'm running a beholder, I treat it as both literal monster and living symbol: an entity born of cosmic weirdness and hubris, obsessed with perfection, and terrified of anything that might undermine its absolute view of the world. It's a great playground for horror, politics, and the kind of tense dungeon encounters that make players shuffle their minis and whisper plans.