The Beholder

Beholder are a strange,xenophobic reclusive colony of Khelloshians.

==Physical description[==edit]

The original Greyhawk booklet cover, featuring one of the earliest depictions of a Beholder.Eyes

Fictional History
A Beholder is an aberration comprising a floating spheroid body with a large fanged mouth and single eye on the front and many flexible eyestalks on the top. A beholder's eyes each possess a different magical ability; the main eye projects an anti-magical cone, and the other eyes use different spell-like abilities (disintegrate objects, transmute flesh to stone, cause sleep, slow the motion of objects or beings, charm animals, charm humans, cause death, induce fear, levitate objects, and inflict serious wounds).

Many variant beholder species exist, such as "observers", "spectators", "eyes of the deep", "elder orbs", "hive mothers", and "death tyrants". In addition, some rare beholders can use their eyes for non-standard spell-like abilities; these mutant beholders are often killed or exiled by their peers. Beholders wishing to cast spells like ordinary wizards relinquish the traditional use of their eyestalks, and put out their central anti-magic eye, making these beholder mages immediate outcasts. In 4th edition, different breeds of Beholders have different magic abilities.

description
Beholder Eyes of Flame only have Fear, Fire, and Telekenesis Rays ; Eyes of Frost are the same, with fire replaced by frost. The Beholder Eye Tyrant is mostly unchanged from traditional beholders, but the Death Ray causes ongoing necrotic damage rather than an instant kill, and the Disintegration Ray does not automatically kill its target.[18] Other Beholder types each have their own set of abilities. In this edition, the Beholder's central eye no longer cancels out magic, instead dazing or giving some vulnerability to its victim.[16]

Society[edit]
Beholders are extremely xenophobic. They will sometimes take members of other, non-beholder races as slaves; however, they will engage in a violent intra-species war with others of their kind who differ even slightly in appearance. This intense hatred of other beholders is not universal; the most prominent exceptions are Hive Mothers, who use their powers of mind control to form hives with other beholders and beholder-kin. Beholder communities in the Underdark often, when provoked, wage war on any and all nearby settlements, finding the most resistance from the drow and illithids.

Beholders worship their insane, controlling goddess known as the Great Mother, though some also, or instead, follow her rebel offspring, Gzemnid, the beholder god of gases. Some beholder strains have mutated far from the basic beholder stock. These are aberrant beholders, of which there are numerous different types. These are aberrant beholders, of which there are numerous different types. These aberrants may have differing abilities and/or appearances but the unifying feature among beholders and the various aberrant beholders seems to be a simple, fleshy body with one or more grotesque eyes.

Powers, abilities, and equipment
each Beholder does not possess superhuman abilities but he is an expert designer of special effects devices and stage illusions, a master hypnotist andmagician, and an amateur chemist and roboticist. He had extensive knowledge of hand-to-hand combat techniques learned as a stuntman, allowing him to engage in combat with Spider-Man despite his foe's superior physical abilities. Beholders's suit has personal weaponry which include many devices that aid him in his many agendas. His most striking feature, his helmet, is made of a one way plexiglass material, meaning he can see out but no one can see in. Eyes Eyes Eyes The helmet also includes an air supply to protect him from his own gasses, a Sonar to navigate within his own mist cloak and a holographic projector to aid in 3D illusions that can be used to fool the weak willed. His boots contain magnetic coil springs which allow him impressive leaps as well as the ability to cling to surfaces. His most distinctive and persistent trademark however is his smokescreen cloak. Beholders's costume contains nozzles in the boots and wrists that can release a constant stream of smoke, that shields his movements as well as enhancing his mystique. He can mix various other chemicals into this smokescreen for various effects. Such chemicals include; a gas that dulls and inhibits Spider-Man's spider-sense, a gas that causes paralysis for 30 minutes in those that breathe it in, a chemical abrasive that eats away Spider-Man's webbing, hypnogens that make those around him more susceptible to his will and hallucinogens to cause vivid hallucinations in those who experience it.

A combination of the hypnogens and hallucinogens along with his holographic projectors are how Beholders achieves most of his illusions. The costume sometimes also includes offensive weaponry, such as lasers or knockout gas nozzles in eye emblems on his shoulders, or electric coils within his cape to electrocute those who touch it. He also employs many different weapons, such as hand-held hypnotic aids or robotic drones, to further his aims in battle. Francis Klum is a mutant with the ability to control people's bodies to do anything he wants them to without actually controlling their minds. He is also a long-range teleporter who can teleport his body to other locations, as well as other objects to and from his present location. His costume features an electrically-charged cloak, boots with magnetic plate springs and mechanical smoke ejectors that produce a concealing mist, and gloves which emit a web-dissolving acid spray and electric bolts. He is self-educated in the use of mechanical/visual special effects and illusion. Klum has an artificial leg.[44] It has been confirmed that Francis kept his powers after M-Day.[19]