Beholder tools




















This is because of a xenophobic intolerance among beholders that taught them to hate all creatures not like themselves.

The basic, beholder body-type a sphere with a mouth and a central eye, eye-tipped tentacles allows for a great variety of beholder subspecies. Some have obvious differences, there are those covered with overlapping chitin plates, and those with smooth hides, or snakelike eye tentacles, and some with crustacean-like joints. But something as small as a change in hide color or size of the central eye can make two groups of beholders sworn enemies.

Beholders will normally attack immediately. The exact reproductive process of the beholder is unknown. The core racial hatred of the beholders may derive from the nature of their reproduction, which seems to produce identical or nearly so individuals with only slit margin for variation.

Beholder may use parthenogenic reproduction to duplicate themselves, and give birth live no beholder eggs have been found. The smaller eyes of the beholder may be used to produce a potion of levitation. Beholder is employed as material component to empower the following spells:.

The beholder shoots three of the following magical eye rays at random reroll duplicates , choosing one to three targets it can see within feet of it: 1. 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. 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. 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.

On initiative count 20 losing initiative ties , the beholder can take one lair action to cause one of the following effects:. Antimagic Cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. A foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Until the spell ends, the sphere moves with you, centered on you.

A slot expended to cast a suppressed spell is consumed. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere.

If a magic weapon or a piece of magic ammunition fully leaves the sphere for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere , the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel.

A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere.

Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Hit: 14 4d6 piercing damage. Eye Rays. The beholder shoots three of the following magical eye rays at random reroll duplicates , choosing one to three targets it can see within feet of it:.

The beholder can take 3 legendary actions, using the Eye Ray option below. The beholder regains spent legendary actions at the start of its turn. Eye Ray The beholder uses one random eye ray. Beholder One glance at a beholder is enough to assess its foul and otherworldly nature.

Lair Actions When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions.



0コメント

  • 1000 / 1000