Medium Humanoid, Lawful Evil
Armor Class 14 Natural Armor
Hit Points 12 (2d8)
Speed 30 ft., fly 5 ft. Hover
STR
10 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
14 (+2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws INT +4, WIS +3, CHA +4
Skills Perception +4
Senses Darkvision 60 ft, Passive Perception 17
Languages Deep Speech, Undercommon
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Disadvantaged Magic. The Beholderfolk's eyes create an area of antimagic,  in a 60-foot cone. The cone is in the direction that the beholderfolk is facing. Any spell cast within this cone must do so with disadvantage.

Frightful Patience. The Beholderfolk can spend its action concentrating on one of its eye-stalks, giving it a higher DC. Concentration rolls must be made up until the attack, or their benefit fades. Starting concentration DC 10. Every successful check, the DC goes up by 1, but so does the DC of the next eye ray you cast.

Actions

Bite. Melee Weapon Attack: +2 to hit, one target. Hit: 6 (2d6) piercing damage .

Eye Rays. The beholderfolk shoots one of the following magical eye rays at random:

1. Charm Ray. The targeted creature must succeed on a DC 11 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 12 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 11 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 11 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 mu st make a DC 12 Constitution saving throw, taking 16 (4d8) 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 8 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 beholder's next turn or until the 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 beholder 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 11 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 11 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It mu st 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 rest.oration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 11 Dexterity saving throw or take 20 (5d8) 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 non magical object or creation of magical force, it is disintegrated without a saving throw. If th e 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 11 Dexterity saving throw or take 30 (6d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Description

Beholderfolk are a race of humanoids descended from Beholders. Growing full bodies, their main eye, becoming two, their ten eye-stalks becoming three, and their mouth shrunking in size; the Beholderfolk are a truly terrifying race of creatures.

While not as powerful as a typical beholder, Beholderfolk are dangerous in that they are mildly weaker but way more organized. Evolving past their Xenophobic nature, Beholderfolk work together in subjugating the other races and creatures of the world.

 

Beholderfolk as a Race

+2 CON, +1 INT, +1 CHA

Proficiency. Perception

Languages. Common, Undercommon, Deep Speech

Natural Armor. +1

Bite. Melee Weapon Attack: +2 to hit, one target. Hit: 6 (2d6) piercing damage .

Eye Rays. The beholderfolk shoots one of the following magical eye rays at random:

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

2. Paralyzing Ray. The targeted creature must succeed on a DC 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 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.

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