Wondrous Item, artifact (requires attunement)

The Bag of Beholdering resembles a satchel, except that it is constructed from the leathered hide of a dead beholder. The bag has a flap that covers the opening upon which is a dried beholder eye that has a close-able eyelid.

As an action, the player can pull out 1 random beholder eyestalk from the bag. Roll a d10 to determine which eyestalk has been pulled out in this way. As an action on the next turn, the player can then use the ability of the held eyestalk. After use, the eyestalk will slip out of the player's grasp and return to the bag's opening. Failure to use the eyestalk's ability on the following turn, or if the player loses consciousness or dies, will cause the eyestalk to return to the bag as well.

Every time an eyestalk is pulled out of the bag, there is a chance that the player will be pulled into the bag when the eyestalk returns on the following turn. The DM will roll a d20 and on a roll of 1 or 2 will then have the player make a DC12 strength saving throw. On a fail, the player will be pulled into the bag, never to be seen again.

If the eyelid on the bag's flap is open, the eye will create an area of antimagic in a 50 foot cone in the direction the bag's flap is facing. The eyelid can be opened or closed with a bonus action. If the eyelid is left open when the flap is flipped over in order to access the bag's opening, the eye will cause the bag to become an ordinary bag until the eyelid is closed. Any item placed within the bag are instantly lost, unless the antimagic field is currently pointed at the bag. If an item is placed within the bag in this situation and the antimagic field is redirected or turned off, the items are instantly lost.

Roll a d10 to determine which eyestalk has been pulled out:

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

2. 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.

3. 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.

4. 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.

5. 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.

6. 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 player's next turn or until the player 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 player can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. 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.

8. 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.

9. 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.

10. 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.

BadWolf76

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