Grasping Roots. The Beholder's Fear Manifestation spawns three random Bursting Roots effect each turn. Each root can be attacked (AC 12; 10 hit points; immunity to necrotic and psychic damage). Destroying a root deals no damage to the Beholder's Fear Manifestation. A root can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. At the start of the Beholder's Fear Manifestation's turn, if any of the roots were destroyed, it rolls one less Bursting Root effect per destroyed root.
Bursting Roots. The Beholder's Fear Manifestation causes roots to shoot out of the ground in a location of it's choosing within 150ft of it. Upon activation, when a creature comes within 5ft of the root, it suffers the effect.
If the beholder rolls a root that is already active, the effective range of that ability is increased by 5ft to 10ft. If the same root remains active, each subsequent roll adds 10ft to it's range. This effect can only occur once per turn and cannot activate the turn the root spawns. The Beholder's Fear Manifestation can also choose to instead move that root to a different location within range.
1. Confusion Root. The creature must succeed on a DC 15 Wisdom saving throw or suffer the effects of the Confusion spell for the next minute. At the end of each of its turns, the affected creature may repeat the saving throw to end the effect.
2. Paralyzing Root. The targeted creature must succeed on a DC 15 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. Time Stop Root- All creatures in a 10ft sphere must make a DC 15 Dexterity saving throw or suffer the effects of the Slow spell.
4. Cold Root- The creature within must make DC 15 Constitution saving throw. A creature takes 8d10 cold damage on a failed safe, or half as much on a successful one.
5. Anti-Magic Root- The Beholder's Fear Manifestation creates a root that causes one creature to become affected by Anti-Magic. Until the end of the creatures next turn, it cannot cast spells, all magical items become mundane and it cannot be affected by any magical effects, regardless of the source.
6. Thunderwave. All creatures within 10ft must make a DC 15 Constitution saving throw or take 8d6 damage and get knocked back 10ft. The creature takes half as much damage and isn't knocked back if it succeeds the save.
7. Dispel Magic. The root dispels all magical effects and ends concentration on all spells or magical effects by those affected unless the creature succeeds a DC 15 Intelligence Save Throw.
8. Stasis- Until the start of the Beholder's Fear Manifestation's next turn, the any creature within range cannot be damaged and all effects that require a saving throw do not affect it. Any Roots that are active, remain so and can continue acting and receiving damage normally. Any creature affected by this is treated as incapacitated until the start of their next turn.
9. Lightning Rod- While this root is active, any ranged attack that would hit a target within 30ft must roll a d20. On a 10 or lower, the creature's attack is rerouted to the root.
10. Rotting Root. The Targeted creature must make a DC 15 Constitution saving throw, take 6d8 poison damage and become poisoned for the next minute. While poisoned, the creature has disadvantage on Strength saving throws as well as the normal effects of the poisoned condition.
11. Grounding Roots. The BFM chooses a creature within range. They must make a DC 15 Dexterity saving throw or get knocked to the ground suffering fall damage as normal. This root has a 15ft innate range, and instead of the first subsequent roll increasing the range by 5ft, it is increased by 15ft, for a total of 30ft.
12. Compelling Root. The creature must make a dc 15 Charisma saving throw or it does minimum damage for it's next attack rolls that hits. The effect lasts one minute or until the creature passes the save it can make at the end of every turn.
Branch Explosion. The BFM's main body explode outward with necrotic energy all creatures within 5ft must make a DC17 Strength Saving throw or be knocked back 10ft and suffer 2d10 necrotic damage. If the creature fails the saving throw by 5 or more, they fall prone. This can be used when a creature hit the main body with a melee attack.of the BFM is bloodied, this explosion occurs at all of the active roots and increases their range by 10ft for this effect.
Attack of Opportunity. The BFM can make a opportunity attack from one of its roots, as if it were the main body. The attack has +4 to hit and does 1d12+4 bludgeoning damage on hit.
The Beholder's Fear Manifestation can use three actions after another creature ends theirs.
Use Bursting Roots (Costs 2 Actions). The Beholder's Fear Manifestation rolls a to use a root.
Expand Bursting Roots (Costs 2 Actions). The Beholder's Fear Manifestation increases the range of an active root by 5ft.
Spry Roots (Costs 1 Actions). The Beholder's Fear Manifestation can make an opportunity attack against one creature exits the threat range of one of its roots.
Reposition Roots (Costs 2 Actions). The Beholder's Fear Manifestation can move one active root to another location in its range.
Grasping Roots (Costs 1 Actions). When Beholder's Fear Manifestation makes an opportunity attack against one creature exits the threat range of one of its roots, it can spend an additional legendary action to make the creature make a DC 12 Strength saving throw or have their speed reduced to 0.
Description
In the depths of the paranoid sleep of the most powerful beholders, something claws its way to life...
Once a beholder dreamed of the infinite void, and the growing problem that all things could come to face. In that nightmarish dream, This creature, the manifestation of the beholder's fear.... a creature that has never been seen has no name...
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