Tiny Aberration (Beholder), Typically Chaotic Good
Armor Class 14 Agility
Hit Points 15 (5d6)
Speed 20 ft.
STR
7 (-2)
DEX
14 (+2)
CON
6 (-2)
INT
15 (+2)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +4, CHA +5
Skills Insight +4
Damage Vulnerabilities Necrotic
Damage Resistances Acid
Damage Immunities Psychic
Condition Immunities Blinded
Senses Darkvision, Passive Perception 22
Languages Undercommon
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Beholder Eye Beams:

can be used twice per turn with 1 action

roll a d10 for outcome

1 Charm Ray: DC8 Wis, Charmed 2hour/Until harmed
2 Paralyzing Ray: DC8 Con, Paralyzed 30sec/Repeat save at END of each of its turns.
3 Fear Ray: DC8 Wis, Frightened for 10sec/Repeat save at END of each turn.
4 Slowing Ray: DC8 Dex, Half Speed, no reactions, must take action OR bonus action; not both, 1min/Repeat save at END of each turn.
5 Enervation Ray: DC8 Con, 18 (4d8) necrotic/save for half damage.
6 Telekinetic Ray: DC8 Str, moved 30ft in any direction and restrained until START of BLOB-EHOLDERS next turn. Object weighing 300 pounds or less moves 30ft in any direction. Has fine control over objects.
7 Sleep Ray: DC8 Wis., fall asleep for 1min. Awakens if damaged/Creature uses action to wake target. NO EFFECT on constructs/undead.
8 Petrification Ray: DC8 Dex, creature is restrained. Repeat save at END of next turn or become Petrified. GREATER RESTORATION/other magic ends this effect.
9 Disintegration Ray: DC5 Dex, 45 (10d8) Force damage. Creature becomes dust if reduced to HP:0. Large/smaller NONMAGICAL object/magical force is disintegrated in 10ft cube.
10 Death Ray: DC5 Dex, 55 (10d10) necrotic damage. DIES if reduced to HP:0.

 

incorporeal effects:

if scared, provoked, or stuck in a sticky situation, Blob-eholders have the ability to become incorporeal and transfer through solid objects for up to a minute.

this ability can be restored after a short rest

Bonus Actions

Blob-eholders simply do not get bonus actions because they're immediate instinct is to get under cover after attacking

Reactions

incorporeal effects:

if scared, provoked, or stuck in a sticky situation, Blob-eholders have the ability to become incorporeal and transfer through solid objects for up to a minute.

this ability can be restored after a short rest

Legendary Actions

none

Mythic Actions

none

Description

only born when a beholder has dreams of caring for others(very rare)a blob-eholder is a much smaller version of a beholder which generally makes them not as dangerous.

Blob-eholders generally act territorial and defensive around strangers, although they choose not to harm people unless they, themselves have been provoked or if ordered to by their owners.

they can be tamed simply by continuously feeding them, if kept unfed, they will simply abandon their owner. if kept well fed, Blob-eholders will be incredibly loyal to their owners

the reason the population of Blob-eholders is able to stay alive is because of their adaptation of becoming incorporeal to escape their beholder creators, as the beholder instinct is to kill any off-spring, and it is the instinct of Blob-eholders to immediately escape the beholders lair and roam freely.

 these creatures are very energetic and jumpy, they get the "zoomies" very often, but they are also very frail and get scared easily. also they have a huge distain towards mind flayers and other tentacled creatures, nobody knows why, they just do.

 

Lair and Lair Actions

none

Monster Tags: abberation

Habitat: CoastalForestGrasslandHillMountainUnderdarkUrban

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