Mage Hand. Eddie can cast Mage Hand as a bonus action at will.
Antimagic Cone. Eddie's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Hand-Eye Rays - Eddie's new hands have provided his eye rays with a variety of new abilities. Gripping! Each ray duplicates one of the effect's of Bigby's Hand, with some amplification.
Eye Rays. The beholder 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:
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack with a +7 attack roll modifier. On a hit, the target takes 5d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength of 22 contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score of 22 to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 4d6 + 4.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score of 22. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
Reaction Name. As a reaction Eddie can HOLD a target who enters an adjacent space if they do not pass a Strength saving throw of DC 17. Targets held in this manner suffer disadvantage on their attack rolls and saving throws.
While Eddie has loved the ability to hold things, he has also come to realize that some things need to be un-held. Eddie has three legendary actions.
Legendary Flick (Costs 1 Action). Eddie can flick a target that is adjacent, dealing 3D8 damage and sending the target 20 feet away from Eddie. Targets who are HELD by Eddie's reaction may not take a saving throw, otherwise targets who pass a DC 17 Strength saving throw are not moved away.
Legendary hand-Eye Ray (Costs 1 Action) If there are no targets adjacent to Eddie then he uses his legendary action to use a random Hand-Eye ray.
Description
Eddie was a beholder... until his dreams came true. See, Eddie always wanted to HOLD things, not just BEHOLD them. Scores of adventurers that came to visit always had hands that could hold all sorts of things like clubs, axes, swords, spears, wands, staffs, their own spilling entrails, their own burnt flesh... the point was they could use those hands they have!
Then one day Eddie woke up and he was... different. He had hands! Lots of hands! Every eye stalk had a hand! And he knew how to hold things! With his hands, with his eyes, and with his mind!
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 16 Dexterity saving throw or be grappled. Escaping requires a successful DC 16 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.
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Posted Aug 4, 2022I'm happy for Eddie, he saw his dream through.