Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Cantrips 5
Chill Touch, Mind Sliver, Minor Illusion
1st Level 4ss - Cause Fear, Charm Person, Detect Magic, Magic Missile, Shield, Sleep
2nd Level 3ss - Crown of Madness, Detect Thoughts
3rd Level 3ss - Animate Dead, Counterspell, Fireball, Slow, Vampiric Touch
4th Level 3ss - Banishment, Blight, Confusion, Hallucinatory Terrain, Polymorph
5th Level 2ss - Conjure Elemental, Dominate Person, Dream, Wall of Force
6th Level 1ss - Circle of Death, Create Undead, Mass Suggestion, Flesh to Stone
Counterspell
Legendary Resistance x3
Channel Negative Energy (Costs 3 Actions). The monster seeps with foul necrotic energy, channeling the negative energy plane. Each creature within 20 feet of the monster takes 4 (1d8) necrotic damage and only regains half its normal hit points from magical healing until the end of its next turn
Psychic Torrent (Costs 2 Actions). The monster targets a creature it can see within 120 feet and begins sending waves of psychic energy into its mind and the target must make a DC18 Intelligence check. On a failed save, the target takes 11 (2d10) psychic damage and for 1 minute is under the effects of the confusion spell. On a successful save, the target takes half damage and has disadvantage on all attack rolls and saving throws until the end of its next turn. A confused creature can make a DC18 Wisdom saving throw at the end of each of its turn, ending the effect on itself on a success.
Eye Rays (Costs 1 Action)
1. Charm Ray. The targeted creature must succeed on a DC 16 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 16 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 16 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 16 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 must make a DC 16 Constitution saving throw, taking 36 (8d8) 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 16 Strength saving throw or the beholder moves it up to 30 ft. 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
Lair and Lair Actions
Borath absorbs 1D6 shadowrot on Initiative 20 and Heals 1D6 for each shadowrot consumed. At Initiative, Players must make a DC 15 (DEX) saving throw or be inflicted 1D4 shadowrot.
At each level of shadowrot, reduces players take 1D6 Necrotic damage at the beginning of their turn.
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