Aberrant Summoning (1/day). The Crimson Summoner channels eldritch power, tearing open a rift to the Abyss. From the darkness emerges a towering, nightmarish creature wreathed in shadow and flickering hellfire.
Eye Rays (10/day). When you hit a creature with an attack using this weapon, you can expend 1 charge to fire a random magical ray. Roll a d6 to determine which ray is unleashed:
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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.
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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.
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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.
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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.
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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 feet 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.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
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Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Multiattack. The Crimson Summoner makes three attacks with either the Whip or the The Tyrant’s Gaze.
Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
The Tyrant’s Gaze. Ranged Weapon Attack: +12 to hit, range 80/240 ft., one target. Hit: 17 (1d10 + 12) piercing damage.
Combat Roll. The Crimson Summoner negates all damage it would take from a ranged attack or an effect that requires a Dexterity saving throw. The Crimson Summoner must then move 15 feet in any direction. If it cannot move at least 15 feet, then it cannot use this reaction.
Previous Versions
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3/22/2025 12:26:50 AM
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10
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Coming Soon
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3/22/2025 3:35:16 PM
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8
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0
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Coming Soon
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