I geek out hard when a beholder shows up in a published adventure — there’s just something about those floating, paranoid eye-stalks that makes a session instantly memorable. If you want a clear, canonical place to find a major beholder antagonist, start with 'Waterdeep: Dragon Heist'. Xanathar is practically the poster-child beholder for the Forgotten Realms in 5th edition: he’s a crime lord, an obsessive collector, and one of the factional villain options the book gives you. Running Xanathar can turn an urban campaign into a delicious stew of espionage, weird schemes, and the constant paranoia of being watched by an eye that’s smarter than half your party.
If you're more into dungeon-crawling, the spiritual and literal extension appears in 'Dungeon of the Mad Mage'. Undermountain is a sprawling megadungeon where beholders and beholder-cultists crop up in lore and encounters; Xanathar’s presence is threaded through the setting, too. Between these two books you get contrasting vibes: one’s a social-crime drama in the streets of Waterdeep, the other’s a claustrophobic, layered dungeon with beholder threats that feel properly dangerous.
Beyond those obvious picks, beholders turn up in a bunch of other published materials across editions: classic Undermountain/Waterdeep supplements and later adventure expansions often add beholder lairs or syndicates as major antagonists. Third-party or older-edition modules sometimes center on single-eye tyrants, and a few Planescape-era adventures used beholders as political, planar, or mad-scientist villains — they make great puppetmasters because they’re both monstrous and weirdly bureaucratic. If you’re running a game, think about how a beholder’s paranoia drives plots: secret rooms, rival factions, double-crossing minions, and literal eye-spies everywhere.
If you want a tighter shortlist to check first, look at 'Waterdeep: Dragon Heist' and 'Dungeon of the Mad Mage', then branch into Undermountain/Waterdeep supplements and older Undermountain adventures for more beholder-led stories. And if you ever want help reskinning Xanathar as an underground art collector or a paranoid scholastic genius, I’ve got ridiculous ideas that always make my table howl.
I’m the kind of player who’ll squeal when a beholder becomes the headliner of an adventure, and there are a few published places where that actually happens. The clearest examples in modern 5e are 'Waterdeep: Dragon Heist' — where Xanathar is explicitly framed as one of the major criminal villains — and 'Dungeon of the Mad Mage', which deals with Undermountain and features beholder presences and connections to Xanathar lore. Those two give you very different flavors: city intrigue vs. deep dungeon menace.
If you dig into older or edition-spanning Undermountain and Waterdeep supplements, you’ll find more beholder-centric content and lairs; designers have loved dropping eye-tyrants into urban plots and megadungeons across the years. For quick running tips: play up the beholder’s paranoia, use minions and traps that reflect its obsessions, and don’t be afraid to let it manipulate events from afar — a beholder puppetmaster always sticks with players longer than a straight slugfest.
2025-09-03 06:21:02
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I woke up as the Villainess, but instead of a halo, I got a Scythe.
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Book 1 - You'd better watch out. The danger is not just lurking in the dark. accompanies each of our steps. Instinct drives them.In a world full of monsters, there are those who are willing to risk their lives to save humanity from ruin. The hunters.After the trauma of her childhood, the ambitious young Grace decides that she will be one of those who hunt down the monsters and does everything she can to achieve this goal. She only wants one thing, to take revenge on the beings that her parents once snatched from her. But when Grace is forced to meet the grouchy Reese and his troubled brother Nick, she has to admit that the monsters of this world not only lurk in the dark shadows of the night. She is drawn into a vortex of intrigue, power struggles and greed for money and soon finds herself confronted with a creature that is more dangerous than anything known before.-------Book 2 - You'd better watch out. The danger is not just lurking in the dark. accompanies each of our steps. Instinct drives them.In a world full of monsters there are those who are willing to risk their lives to save humanity from perdition. The hunters.Finally, the years of hard work are paying off, Grace is officially a Venator and with Reese at her side she believes she can cope with anything that fate throws at her. But an unbelievable message from Jilin pulls the shadows from the past and stirs her thirst for revenge. Grace takes on this challenge and gets a stone rolling that cannot be stopped and slowly not only she begins to doubt her sanity.
Ithea's champion, Rhaizen Gale, has passed away. and the kingdom of Ithea has entered hazardous times as a result. But with his death, the world ushers in a new age of heroes and the birth of a deceptive enemy the Kingdom has been pursuing down for generations: the rise of a new Necessary Evil, a true agent of Darkness.
Ithea, Yulcite, Lorth, and Seolara are all aware of the evil that emerges in the abandoned continent of Trerth, where pure malevolence resides and threatens to return. Will the kingdoms be able to fight the impending threat without their great warrior Rhaizen Gale, or will the new age's heroes succumb to the pressure and fail?
When the most ruthless Alpha in history marks his fated mate, he expects to end the threat immediately. Instead, Aziel Nightbane finds himself bound to the one soul prophesied to destroy him. Lior Vale, a forgotten omega with a hidden monstrous power, should have died in Aziel’s grasp. He didn’t. Now the mate bond that was meant to be a death sentence becomes a dangerous weapon that grows stronger with every act of violence. As rival packs, witches, and traitors close in, Aziel must break or control the omega who could kill him. But the closer they get, the more the lines between hatred, survival, and twisted desire blur. In this brutal game of power and fate, only one question remains: who will break first, and who will rise as something far worse?
Book 1 - You'd better watch out. The danger is not just lurking in the dark. accompanies each of our steps. Instinct drives them.In a world full of monsters, there are those who are willing to risk their lives to save humanity from ruin. The hunters.After the trauma of her childhood, the ambitious young Grace decides that she will be one of those who hunt down the monsters and does everything she can to achieve this goal. She only wants one thing, to take revenge on the beings that her parents once snatched from her. But when Grace is forced to meet the grouchy Reese and his troubled brother Nick, she has to admit that the monsters of this world not only lurk in the dark shadows of the night. She is drawn into a vortex of intrigue, power struggles and greed for money and soon finds herself confronted with a creature that is more dangerous than anything known before.-------Book 2 - You'd better watch out. The danger is not just lurking in the dark. accompanies each of our steps. Instinct drives them.In a world full of monsters there are those who are willing to risk their lives to save humanity from perdition. The hunters.Finally, the years of hard work are paying off, Grace is officially a Venator and with Reese at her side she believes she can cope with anything that fate throws at her. But an unbelievable message from Jilin pulls the shadows from the past and stirs her thirst for revenge. Grace takes on this challenge and gets a stone rolling that cannot be stopped and slowly not only she begins to doubt her sanity.
“I can feel your fear. Your heat. The way your sweet little cunt clenches before I even touch it. You’re not afraid of the beast, Kaerith… You’re starving for him.”
He forces her legs wide, claws digging into her hips, pinning her down like prey. The head of his cock—thick, ridged, inhuman—presses against her dripping entrance, teasing her folds, soaking in her slick.
“Now spread wider,” he hisses. “And let the beast feed.”
—
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Now, she’s chained inside Murnokh—a kingdom made of bone and nightmare. A slave. A plaything. A feeding source for Gorvane.
Gorvane doesn’t make love. He fucks angrily. He devours. And no one survives it.
King Gorvane, a Dreadborn, of the Kingdom of Murnokh, who died as a result of betrayal, rose from a battlefield soaked in centuries of rage.
And now, he owns her.
He touches her thoughts. Her fear. Her pain. Her buried rage. And he drinks it.
But something in Kaerith cracks his hunger. It weakens him. It entices him. And when he finally takes her, it’s not just to feed—it’s to claim.
She was never meant to survive his touch. Now, she’s the only thing keeping him sane.
He doesn’t understand her softness. Her silence. Her refusal to scream.
He’s built to feed on the wreckage of the human heart. But she is making him forget how to starve, how to rage, how to hate.
Real love is poison to his kind.
Their love is forbidden and if she discovers his True Name—the very grief that birthed him—she will have the power to destroy him…
Or to set him free.
I still get a little giddy thinking about turning a classic beholder into something weird and memorable for my table. If you want ready-made variants, start with the obvious bookshelf suspects: the 'Monster Manual' has the baseline beholder and its kin like the 'death tyrant' appears in various supplements. For deeper, older variants, 'Lords of Madness' (3.5 era) is a goldmine of twisted beholder lore and templates if you don’t mind adapting stuff across editions. On the modern, pay-what-you-want side, Kobold Press’s 'Tome of Beasts' is fantastic — they pack their book with themed options you can drop right into 5e games with minimal fuss.
When I’m building my own, I alternate between two workflows: inspire-first and mechanic-first. Inspire-first means I pick a theme (clockwork beholder, fungal hive-eye, psychic cathedral) and then pick or invent two or three signature eye rays that reinforce that theme — maybe spores that grapple, or a gravity ray. Mechanic-first is more surgical: swap out a few eye rays for status effects (blind, charmed, restrained), give the thing a lair action or legendary actions so the fight feels cinematic, and tune HP/AC/damages to hit your desired CR. Useful online tools: DMs Guild has tons of community-created beholders and templates, D&D Beyond and GMBinder/Homebrewery help with clean statblocks, and Roll20/Foundry marketplaces have tokens and maps if you want to run it online.
If you want conversion tips, I usually: (1) cut or buff hit dice to change durability, (2) replace one high-damage ray with a control ray to make the fight more tactical, and (3) add minions or environmental hazards linked to the beholder’s theme. For flavor and art, search on DeviantArt or Twitter for tokens and portraits, or commission a simple token from an artist on Fiverr if you’re picky. Honestly, the best route is to grab a variant from Kobold Press or the DMs Guild for a quick slot-in, then tweak daring bits at the table. Try tossing a single quirky new ray into a published adventure first — you’ll see how players react and can escalate from there.