The RPGBOT.Podcast
Show Notes In this final installment of the RPGBOT.Podcast How to Play Fantasy Flight Star Wars: Edge of the Empire series, the crew wraps things up with a deep dive into questions, answers, and overall system impressions after completing their multi-part Star Wars RPG actual play. After surviving pirate stations, clone cults, and barely escaping Imperial pursuit, the hosts analyze what worked, what didn’t, and what makes the Fantasy Flight Games Star Wars RPG system stand out compared to other tabletop RPGs. The discussion opens with discusson of the system’s signature narrative dice...
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Show Notes In Part 3 of this Star Wars Edge of the Empire actual play, the RPGBOT crew finally delivers on the promise teased since Episode 1: full-on Star Wars space combat! And it is every bit as chaotic, cinematic, and barely-survivable as you’d hope. Picking up immediately after their explosive escape from the pirate station, the crew aboard the Malarkey finds themselves pursued by TIE fighters. What follows is a crash course in Fantasy Flight Games Star Wars starship combat mechanics, including initiative slots, range bands, shield management, and the ever-chaotic narrative dice system....
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The party stands heroically on the docks. The bard composes a sea shanty. The fighter sharpens his sword. The wizard prepares a speech about buoyancy physics he read on a forum at 3:00 AM. The rogue realizes sneak attack requires not drowning. The cleric discovers healing word does not cure lack of oxygen (or does it?). The DM Googles drowing rules mid-initiative because everyone forgot how breathing works. Welcome to underwater combat, where your character sheet becomes a flotation device and the real boss monster is physics. Show Notes In this episode the RPGBOT crew dives into underwater...
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Last time on RPGBOT.Podcast: we attempted a stealth infiltration of a pirate space station and immediately turned it into a full-blown crisis involving the Empire. This time? It gets worse. Show Notes In Part 2 of this Star Wars Edge of the Empire actual play, the RPGBOT crew continues their mission to infiltrate a hidden pirate station and hack its central maintenance terminal, but things escalate in the most RPGBOT way possible. After escaping the chaos of an iconic Star Wars-style cantina and evading Imperial forces, the crew descends into the station’s maintenance tunnels. What should...
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Welcome back to the RPGBOT.Podcast, where we’re teaching you how to play the Star Wars tabletop RPG the best possible way: by immediately committing crimes in space. In this episode, Randall introduces a Wookie slicer with Force powers on the run from the law, while Ash debuts a former Imperial smuggler who solves problems the traditional way: shooting first and then leaving without askin questions. Tyler GMs a Star Wars RPG actual play session which quickly becomes a chaotic adventure featuring pirate stations, suspicious hookahs, questionable dice math, and a cantina band legally...
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Randall, Tyler, and Ash explore the Ethereal Plane: the ghostly plane of existence where your barbarian can’t punch anything, your wizard can’t read the signage, and your rogue is absolutely certain there’s loot “just on the other side” of a wall they can’t quite touch. Welcome to the Ethereal Plane, where (almost) everything is fog and spooky vibes. Show notes In this episode of the RPGBOT.Podcast, the hosts dive into The Ethereal Plane, the enigmatic realm that sits alongside the Material like a paranormal overlay, perfect for interplanar travel, spooky...
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Welcome back to the RPGBOT.Podcast, where today’s travel brochure reads: “The Elemental Plane of Fire: Come for the lava rivers, stay because you physically cannot leave.” Congratulations. You’re about to plan a vacation to a place where the weather forecast is “burning with a chance of more burning.” Let’s talk about the Elemental Plane of Fire. Show Notes In this episode of the RPGBOT.Podcast, hosts Randall James, Tyler Kamstra, and Ash Ely explore the Elemental Plane of Fire in Dungeons & Dragons and Pathfinder, diving into the lore, cosmology, monsters, and adventure...
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Every RPG player knows the real game doesn’t start when the dice hit the table. No, the real adventure begins when some nerds open a rulebook, stare at a character sheet, and argue about whether a Wookiee hacker with a moral crusade for droid rights is mechanically viable. In this episode of the RPGBOT.Quickstart series, the crew tackles FFG Star Wars RPG character creation in Fantasy Flight’s Edge of the Empire. Randall decides the galaxy clearly needs a Force-sensitive Wookie slicer, Ash plans to become the smooth-talking Twi’lek pilot with questionable ethics, and Tyler guides them...
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The party had a plan. The Fighter would kick in the door. The Rogue would sneak behind the enemy. The Cleric would prepare a healing spell. And the Sorcerer? The Sorcerer would spend six minutes explaining why Fireball is technically the safest solution to every problem, including diplomacy, stealth, and emotional growth. Because Wizards study magic… Warlocks borrow magic… But a D&D 5e Sorcerer is what happens when magic studies you and decides you’re the group’s primary tactical error. Today on RPGBOT: Sorcerer Levels 5 - 20 optimization, where your spell list gets bigger,...
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Randall: “So this is a Star Wars RPG where we’re not Jedi, not heroes, and not important… we’re basically the guy who owes Jabba rent.” Tyler: “Correct. You’re the reason bounty hunters have a 401k.” Ash: “Finally! A system that understands my characters are emotionally complicated, morally questionable, and one hyperdrive failure away from eating space ramen.” -The RPGBOT.Podcast cast, probably Show Notes In this Star Wars: Edge of the Empire RPG How to Play, the RPGBOT crew dives into the core concepts and themes of Fantasy Flight’s narrative dice system, a tabletop RPG...
info_outlineThere are monsters in tabletop RPGs that exist to be fought, monsters that exist to be feared, and monsters that exist to make the Dungeon Master quietly whisper, “I hope you prepared spells with saving throws.” Beholders fall squarely into that last category. This week on RPGBOT.Podcast, we’re diving deep into Beholder-Kin — floating orbs of paranoia, laser violence, and architectural malpractice. From tiny gazers that exist solely to be annoying, to death tyrants that refuse to stay dead out of spite, we explore why beholders remain one of Dungeons & Dragons’ most iconic, miserable, and tactically terrifying monsters. Along the way, we discuss dream-based reproduction, anti-magic cones, and why every beholder lair looks like it was designed to fail a building inspection on purpose.
Show Notes
Beholders are one of the oldest and most recognizable monsters in Dungeons & Dragons, and for good reason. They aren’t just bags of hit points with flashy attacks — they’re intelligent, paranoid, and cruel creatures that reshape both combat and storytelling the moment they appear in a campaign. In this episode, the hosts break down what defines beholders and their many variants, collectively known as Beholder-Kin, and why they’re such effective villains across nearly every tier of play.
The discussion starts with what makes beholders fundamentally different from other monsters. Their signature eye rays, combined with a central anti-magic eye, mean that fights against beholders rarely follow predictable patterns. Even experienced players are forced to react rather than execute clean plans. The randomness of eye rays creates chaos, but the creature’s intelligence means that chaos is applied with intent — the rays may be random, but the targets absolutely are not.
From there, the conversation expands into the many variants of Beholder-Kin found throughout D&D. Gazers, spectators, gauths, mind witnesses, beholder zombies, death kisses, and death tyrants all represent different expressions of the same alien biology. Each fills a distinct role, allowing Dungeon Masters to introduce beholder-themed encounters from the earliest levels all the way into high-tier play without losing flavor or threat. This flexibility is one of the reasons beholders remain so enduring in D&D design.
Combat tactics play a major role in the episode, especially the importance of running beholders intelligently. A beholder that floats into melee range and trades bite attacks is a beholder being played incorrectly. These creatures thrive on distance, verticality, and environmental control. Their lairs are often carved with disintegration rays, filled with vertical shafts, traps, and contingency plans, and designed to punish creatures that rely on gravity. When played well, a beholder encounter feels less like a fair fight and more like surviving a hostile environment that actively hates you.
The episode also dives into beholder lore and ecology, which somehow manages to be both fascinating and deeply unsettling. Earlier editions described grotesque physical reproduction, while modern D&D reframes beholder reproduction as a dream-based phenomenon where nightmares literally manifest new beholders into reality. This almost always results in immediate territorial violence, reinforcing the idea that beholders are incapable of peaceful coexistence — even with themselves.
To balance the horror, the hosts also explore notable exceptions in D&D lore. Famous beholders like Xanathar embody tragic paranoia, while figures like Large Luigi — an omniscient beholder tavern owner in Spelljammer — prove that even reality-warping aberrations can choose hospitality over genocide. These examples highlight how beholders can serve not just as villains, but as unforgettable NPCs, information brokers, or narrative wild cards.
The episode wraps by touching on player-facing options. While players can’t normally play beholders, they can still interact with Beholder-Kin through warlock patrons, summoned spectators, or gazer familiars. Used carefully, these options let players brush up against beholder weirdness without completely breaking the game — though the temptation to do something irresponsible is always there.
Key Takeaways
- Beholder-Kin work because they operate on multiple levels at once. Mechanically, they introduce chaos through randomized effects, but narratively they reward intelligent, ruthless play. A beholder encounter is never just about hit points — it’s about positioning, preparation, and survival.
- These monsters scale exceptionally well across a campaign. From CR ½ gazers to CR 14 death tyrants, Beholder-Kin allow Dungeon Masters to introduce consistent themes without repeating the same fight. Each variant reinforces the core beholder identity while adding new tactical wrinkles.
- Lair design is not optional when using beholders. Their environments are an extension of their personality: vertical, hostile, and unapologetically unfair. A beholder fought on flat ground is missing half its threat.
- Finally, beholders remain iconic because they embody the strange heart of D&D. They’re terrifying, absurd, overdesigned, and deeply committed to their own misery. Whether used as cosmic horror, dungeon boss, or omniscient bartender, Beholder-Kin remind us that sometimes the most memorable monsters are the ones that don’t want to exist — but absolutely refuse to stop.
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Meet the Hosts
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Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.
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Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.
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Ash Ely – Resident cynic, chaos agent, and AI’s worst nightmare, bringing pure table-flipping RPG podcast energy.
Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
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