Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
All Seeing. The cultists have appended other creatures eyes to their head and it has granted them the ability to see in all directions at once. Because of this supernatural gift they cannot be surprised.
Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 3) Piercing damage.
BadEye Ray: Each cultist has developed the ability to harness a bit of their leaders magical essence. Because of this they can use 1 of these rays at random as an action on their turn.
1. Charm Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be charmed by the Cultist for 1 hour, or until the Cultist harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 13 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. Slowing Ray. The targeted creature must succeed on a DC 13 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.
4. Telekinetic Ray. If the target is a creature, it must succeed on a DC 13 Strength saving throw or the Cultist moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the cultists next turn or until the beholder is incapacitated.
If the target is an object weighing 100 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The cultist can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Description
The BadEye cultists have sworn their faith and loyalty to an ancient Beholder and have begun aberrant rituals on themselves to emulate their great old one. Those who have been initiated have removed one of their own eyes and with each kill they steal one of their victims eyes. Then through magic ritual they attach the eyes of their victims to their own heads.
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