Lycanthrope Beam. The Were-beholder's central eye creates a ray of cursed energy in a 90-foot-line. As an action the Were-Beholder can choose to activate the lycanthrope beam to target any creatures in its direct line of sight. Targeted creatures must make a DC 15 Constitution saving throw or be cursed with a random lycanthropy.
1 Werewolf
2 Wereboar
3 Wererat
4 Weretiger
Lycanthrope Alpha. Creatures that are in a lycanthrope hybrid or animal form, that start their turn within 90ft of the Were-Beholder, must make a DC 15 Wisdom saving throw at the start of their turn or be charmed by the Were-beholder. creatures that are charmed by the Were-beholder will fight to protect the Were-beholder, risking their own life in the process, and follow all orders from the were-beholder until they are no longer charmed. any creature charmed by the were-beholder in this way can roll to end the charm at the start of each of their turns. if a creature fails to end the charm effect ten times in a row then the charm becomes permanent until the were-beholder is dead.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (6d6) piercing damage. Targeted creatures must make a DC 15 Constitution saving throw or be cursed with a random lycanthropy.
Eye Rays. The Were-beholder shoots three of the following magical eye rays at random 1d10, choosing one to three targets it can see within 120 feet of it:
any creature cursed with lycanthropy has disadvantage on their saving throws
- Charm Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed by the Were-beholder for 1 hour, or until the were-beholder harms the creature.
- Paralyzing Ray. The targeted creature must succeed on a DC 15 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 15 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 15 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 15 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 15 Strength saving throw or the were-beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the were-beholder’s next turn or until the were-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 were-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 15 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 15 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.
- /10. Full Moon Ray. If the target is a creature with the lycanthrope curse, it must succeed on a DC 15 Wisdom saving throw or transform into there lycanthrope hybrid form for 1 minute.
The were-beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The were-beholder regains spent legendary actions at the start of its turn.
Eye Ray. The were-beholder uses one random eye ray.
Lycanthrope Beam (costs 2 actions).
Description
The Were-beholder looks like a large lion head with a single massive eye at its center, with a great dark mane covering all but its face out of which sprouts 10 furry tentacles. at the ends of each tentacle is an eye stock, each with it own mane.
Lair and Lair Actions
A were-Beholder’s Lair
A were-beholder’s central lair is typically a large, spacious Forest with high thick canopy , where it can attack with the aid of its lycanthrope slaves. A were-beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a were-beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the were-beholder can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of the were-beholder rapidly grows thorn bushes that are 2ft tall; that area is difficult terrain until initiative count 20 on the next round.
- Trees within 120 feet of the were-beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the were-beholder’s choice that starts its turn within 10 feet of such a tree must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength or Dexterity check.
- An eye opens on a solid surface within 60 feet of the were-beholder. One random eye ray of the were-beholder shoots from that eye at a target of the were-beholder’s choice that it can see. The eye then closes and disappears.
The were-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.
Regional Effects
A region containing a were-beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the were-beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- When the were-beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on plants and the ground might change subtly, an eerie trinket might appear where none existed before, harmless fur might coat a plant, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the were-beholder dies, these effects fade over the course of 1d10 days.
Previous Versions
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