Legendary Resistance (3/Day). If the Allseer fails a saving throw, it can choose to succeed instead.
immutable form: the allseer is immune to any spell or effect that would alter it's form.
Rejuvenation. If it has a phylactery, a destroyed Allseer gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The Allseer is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Allseer has the following wizard spells prepared: • Cantrips (at will): mage hand, prestidigitation, ray of frost • 1st level (4 slots): detect magic, magic missile, shield, thunderwave • 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball • 4th level (3 slots): blight, dimension door • 5th level (3 slots): cloudkill, scrying • 6th level (1 slot): disintegrate, globe of invulnerability • 7th level (1 slot): finger of death, plane shift • 8th level (1 slot): dominate monster, power word stun • 9th level (1 slot): power word kill.
Magic Darning Aura. at initiative count 20 any creature within 30 feet of the Allseer must make a DC 18 wisdom saving throw. on a fail in it losses it lowest level spell slot
Turn Resistance. The Allseer has advantage on saving throws against any effect that turns undead.
Eye Rays. The Allseer tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 500 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 18 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 18 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 18 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 18 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 18 Strength saving throw or the death tyrant moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant 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 death tyrant 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 18 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 18 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 18 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 18 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
counterspell
Allseer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lich regains spent legendary actions at the start of their turn.
Cantrip.The Allseer casts a cantrip.
Frightening Gaze (Costs 2 Actions).The Alseer fixes its gaze on one creature it can see within 40 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Allseer's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions).Each non-undead creature within 40 feet of the Allseer must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Eye Ray. The allseer uses one random eye ray.
Description
Allseers are the big brother of the Beholder with even more anger management issues. an Allseer is formed when a Beholder has lernd everything it can from the its surroundings but dream of more and turn their attentions to other plans. hopping to find more knowledge and more plans to conquer.
Orlilx is no different having transcended the material plan built himself a pocket dimension in the Astral sea where he could start an experiment on subjects stolen from the real material plan and put into his mock plan in order to find something to help him with his planuly domination.
An Allseer is anatomy is strange even for a aberration a Beholder has just one main eye where as an Allseer has three large eyes all attached together by thick muscular rope like vanes that usually staying in a triangle shape but it changes depending on on the Allseers mood
Comments