Originally Posted by Niara
Originally Posted by OcO
Personally I don't have a problem with OHK type spells/creature abilities. In fact I fully expect and hope we DO have to deal with at least some. After the Spectator fight I will be seriously let down if the late/end game does not feature a full on Beholder battle at some point, which has more than 1 type of potential OHK if I recall correctly.

Not in 5th, that's kind of the point; it has strong abilities which can definitely kill you, but it does not have SoD abilities or OHKs. The ablities it does have which can result in disintegration, petrification or death at all multi-faceted enough that they still feel fair, despite being dangerous enough to cause party wipes very easily. Here, have a look (from the base beholder block; it gets three rays on its turn, and then three more during the round as legendary actions):

Quote
Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

The instant kills are still gated behind reducing you to 0Hp as well, though they are heavy damage for their CR and can very easily do so, especially if they come out part way through a fight. Even the petrify, which would normally fall into the SoD category is mitigated by the fact that it takes a full round to happen; you get a second chance at the save, but more importantly, it can be removed or blocked more easily during that time, or players can respond to help ensure their companion saves the next time.

Yep I have to agree, while that can still put you in a bad spot, it certainly isn't as big of a deal as they use to be. /Sadpanda