Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) piercing damage.
Eye Rays. The visor shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
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Acidic Ray. The target must succeed on a DC 16 Constitution saving throw or be poisoned 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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Sleeping Ray. The target must succeed on a DC 16 Wisdom saving throw or be unconscious for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the visor is visible to the target, ending the effect on itself on a success.
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Force Ray. The target must make a DC 16 Dexterity saving throw, taking (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
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Fire Ray. The target must make a DC 16 Dexterity saving throw, taking (3d8) fire damage on a failed save, or half as much damage on a successful one.
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Chaotic Ray. The target must succeed on a DC 16 Charisma saving throw taking either (3d8) bludgeoning damage or (4d8) healing on a failed save. Roll (1d10), on an odd number it heals and on an even number it damages.
Magic Eater. If the visor succeeds a spell saving throw but would still be affected by said spell in some way, the visor can negate the effect but will not be able to move on its next turn.
Description
A Visor is a lesser type of beholder—a foul and deadly aberration. It resembles a floating sphere with a gaping maw and a single great eye, set within five eyestalks that shoot forth deadly rays.
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