![]() ![]() If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.īeholders have the appearance of large, floating heads with a single, very large eye dominating the centre of its face, a mouth of vicious teeth and about 10 eyestalks protruding from its head. If the target is a Large or smaller non-magical object or creation of magical force, it is disintegrated without a saving throw. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage.On a failure, the creature is petrified until freed by the greater restoration spell or other magic. It must repeat the saving throw at the end of its next turn. On a failed save, the creature begins to turn to stone and is restrained. ![]() Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw.This ray has no effect on constructs and undead. The target awakens if it takes damage or another creature takes an action to wake it. Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute.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. 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. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated. 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. ![]() 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.The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. On a failed save, the target’s speed is halved for 1 minute. Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw.The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.Īn eye opens on a solid surface within 60 feet of the beholder. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. ![]() On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:Ī 50-foot-square area of ground within 120 feet of the beholder becomes slimy that area is difficult terrain until initiative count 20 on the next round. When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. ![]()
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