Cone of Adorability. The beholden's central eye creates an area of adorability in a 10 foot cone. At the start of each of its turns, the beholden decides which way the cone faces and whether the cone is active. Any creature in this cone must succeed on a DC 15 Charisma saving throw before being able to harm the beholden. On a failure, the creature must use its bonus action to comment on the beholden's adorability.
Mimicry. The beholden can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Familiar. The beholden can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the mater is at least a 2nd-level spellcaster. While the two are bonded, the master can sense what the beholden senses as long as they are within 1 mile of each other. If its master causes it physical harm, the beholden will end its service as a familiar, breaking the telepathic bond.
Nudge. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1 psychic damage.
Eye Rays. The beholden shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 30 feet of it.
1. Prestidigitation Ray. The beholden creates one of the following magical effects within range:
- The beholden creates an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.The beholden instantaneously lights or snuffs out a candle, a torch, or a small campfire.
- The beholden instantaneously cleans or soils an object no larger than 1 cubic foot.
- The beholden chills, warms, or flavors up to 1 cubic foot of nonliving material for 1 hour.
- The beholden makes a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- The beholden creates a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If the beholden casts this spell multiple times, it can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
2. Shape Water Ray. The beholden chooses an area of water that it can see within range and that fits within a 5-foot cube. The beholden manipulates it in one of the following ways:
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The beholden instantaneously moves or otherwise changes the flow of the water as it directs, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
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The beholden causes the water to form into simple shapes and animate at its direction. This change lasts for 1 hour.
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The beholden changes the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
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The beholden freezes the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If the beholden casts this spell multiple times, it can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
3. Mold Earth Ray. The beholden chooses a portion of dirt or stone that it can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
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If the beholden targets an area of loose earth, it can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
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The beholden causes shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
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If the dirt or stone the beholden targets is on the ground, it cause it to become difficult terrain. Alternatively, the beholden can cause the ground to become normal terrain if it is already difficult.
If the beholden casts this spell multiple times, it can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
4. Message Ray. The beholden points an eyestalk towards a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only the beholden can hear.
The beholden can cast this spell through solid objects if it is familiar with the target and knows it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
5. Mending Ray. This spell repairs a single break or tear in an object in range, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, the beholden mends it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
6. Gust Ray. The beholden seizes the air and compels it to create one of the following effects at a point it can see within range:
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One Medium or smaller creature that it chooses must succeed on a Strength saving throw or be pushed up to 5 feet away from the beholden.
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The beholden creates a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from it. It isn’t pushed with enough force to cause damage.
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The beholden creates a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or clothing to ripple in a breeze.
7. Druidcraft Ray. Whispering to the spirits of nature, the beholden creates one of the following effects within range:
- The beholden creates a tiny, harmless sensory effect that predicts what the weather will be at its location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- The beholden instantly makes a flower blossom, a seed pod open, or a leaf bud bloom.
- The beholden creates an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- The beholden instantly lights or snuffs out a candle, a torch, or a small campfire.
8. Control Flames Ray. The beholden chooses nonmagical flame that it can see within range and that fits within a 5-foot cube. The beholden affects it in one of the following ways:
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The beholden instantaneously expands the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
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The beholden instantaneously extinguishes the flames within the cube.
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The beholden doubles or halves the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
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The beholden causes simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as it likes. The shapes last for 1 hour.
9. Thaumaturgy Ray. The beholden manifests a minor wonder, a sign of supernatural power, within range. It creates one of the following magical effects within range:
- The beholden's voice booms up to three times as loud as normal for 1 minute.
- The beholden causes flames to flicker, brighten, dim, or change color for 1 minute.
- The beholden causes harmless tremors in the ground for 1 minute.
- The beholden creates an instantaneous sound that originates from a point of its choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- The beholden instantaneously causes an unlocked door or window to fly open or slam shut.
- The beholden alters the appearance of its eyes for 1 minute.
10. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be moved up to 10 feet directly away from the beholden.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the beholden moves it up to 20 feet in any direction. The beholden can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Puppy Dog Eyes. Upon being attacked, the beholden can do its best puppy dog eyes to attempt to sway that attacker. Subtract a d4 from the creatures roll. The beholden can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it’s immune to being charmed.
Description
Beholden are spawned from the most horrific nightmares of the strongest and most ancient of beholders. But this makes them sound much worse than they are. The nightmares from which the beholden spawn aren't of terror, but rather of embarrassment. The beholder equivalent of the "going to school without your pants on" sort of nightmare, if you will. Beholden exist for one reason, and that is to bring joy to the Underdark. As such, they are slaughtered without remorse by almost all of that realm's other inhabitants.
Don't you dare mention those to me ever again.
-Xanithar
I'm embarrassed to come from the same place as them.
-Drizzt Do'Urden
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