Eye of Madness. Wally Waxenford's central eye creates an area of utter confusion and madness to all those that look at it. When a creature starts its turn within 60 feet of Wally Waxenford and is able to see Wally Waxenfords central eye they must make a DC 16 Wisdom saving throw or come under the effects of the spell "Confusion."
Abundant Wild Magic: Whenever a target fails a saving throw against Wally Waxenfords Eye Rays that target must roll on the wild magic table located in the players handbook and suffer the effects
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14: 4d6 piercing damage.
Eye Rays. Wally Waxenford shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
- Laughter Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw. If they fail the target finds everything to be hilariously funny and bursts into a fit of laughter falling prone and becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. - 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. 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 one action or one 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.
- Dancing Ray. The targeted creature must make a DC 16 Wisdom saving throw if they fail the target must dance until the end of their next turn they cannot take any actions, reactions or bonus action only move.
- Crazy Rapid Fire Blaster Ray: Wally Waxenford shoots 8 beams all targeting the same target +10 to hit for each beam. Each beam does 2d6 of a random damage type. Roll a d10 to determine the damage type of each beam, 1 Acid, 2 Cold, 3 Fire, 4 Force, 5 Lightning, 6 Poison, 7 Psychic, 8 Thunder, 9 Necrotic, 10 Radiant.
- Healing Ray. The targeted creature heals 7d8+5 , This ray has no effect on constructs and undead.
- 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 spell Greater restoration spell or other magic.
- 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.
- 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.
Wally Waxenford can take 3 legendary actions, using either the Teleport or 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. Wally Waxenford regains spent legendary actions at the start of its turn.
Teleport. Wally Waxenford can teleport to an unoccupied space that he can see within 30 feet.
Eye Ray. The beholder uses one random eye ray.
Description
Wally Waxenford looks like most beholder's he has sharp long thin needle like teeth forming a massive grin when he smiles which he often does. However his skin has a rainbow hue that seems to be under the effects of Iridescence or Goniochromism. His most unusual feature is his central eye, the pupil rather than looking like a black dot or slit is instead a black swirl that's in constant motion. The iris around it is under same effects of Goniochromism like his skin. Unlike most Beholders Wally Waxenford is extremely talkative and finds other races amusing and interesting to talk to
Wally Waxenford was born from an intense Wild Magic induced hallucination and so unlike most Beholders who are consumed by an intense paranoia Wally Waxenford instead is consumed by an intense Mania causing him an unreasonable euphoria, hyper activity, Intense mood swing, fits of laughter and delusions.
Lair and Lair Actions
A Beholder’s Lair
A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the 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 beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. 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. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.
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.
Regional Effects
A region containing a 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 beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10 days.
Previous Versions
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