Antimagic Cone. The Weezekoff's central eye creates an area of antimagic, as in the antimagic field spell, in a 100-foot-cone. At the start of each of its turns, the Weezekoff decides which way the cone faces.
Death explosion. When the Weezekoff dies, it explodes. All creatures within a 30 foot diameter must make a DC 20 Dexterity Saving Throw. On a failed save, a creature takes 10d10 force damage and is knocked prone. On a successful save, a creature takes only half damage and is not knocked prone.
The Weezekoff can take two actions per turn, only one of which can be an Eye Ray.
Poison Gas. The Weezekoff releases a cloud of toxious gas in a ten-foot diameter sphere at a point it can see within 120 feet of it. While in the cloud, a creature takes 1d6 poison damage. The cloud disperses after one minute, or in the effect of strong wind, such as the gust of wind.
Sludgebomb. The Weezekoff hurls a small mote of sludge at a point it can see within 60 feet of it. The mote exlpodes in a burst of acid in a 20-foot cone. This area becomes difficult terrain for the next minute. Creatures in the cone must make a DC 14 Dexterity Saving throw. On a successful save, the creature takes no damage. On a failure, a creature takes 1d6 acid damage and its speed is halved. Any creature starting its turn in the cone/difficult terrain take 1d4 acid damage at the start of their turn.
Tackle. Melee attack. +6 to hit, reach 5 feet, one target. Hit: 9 (2d8) bludgeoning damage.
Eye Rays. The Weezekoff shoots one of the following magical eye rays at random (reroll duplicates), choosing one target it can see within 120 feet of it:
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Charm Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the Weezekoff harms the creature.
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Slowing Ray. The targeted creature must succeed on a DC 15 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's AC is reduced by 2. 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 15 Strength saving throw or the Weeezekoff 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 Weezekoff 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 Weezekoff 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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Petrification Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
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Disintegration Ray. If the target is a creature, it must succeed on a DC 19 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
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Death Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
The Weezekoff can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Weezekoff regains spent legendary actions at the start of its turn.
Eye Ray. The Weezekoff uses one random eye ray.
Fly Away. The Weezekoff can move its fly speeed without provoking opportunity attacks.
Description
Lair and Lair Actions
Lair Actions
When fighting inside its lair, a Weezekoff can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Weezekoff can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of the Weezekoff becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the Weezekoff sprout grasping appendages until initiative count 20 on the round after next. Each creature of the Weezekoff's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of the Weezekoff. One random eye ray of the Weezekoff shoots from that eye at a target of the Weezekoff's choice that it can see. The eye then closes and disappears.
- The Weezekoff releases toxic gasses through one of five vents in the floor. Roll a d6. On a one, the north vent releases. On a two, the east vent releases. On a three, the south vent releases. On a four, the west vent releases. On a five, the central vent releases. On a six, all the vents release. The vents release gas in a 50ft radius sphere centered on the vent. Any creature in the sphere must succeed on a DC19 Constitution saving throw. On a failure, the creature is mechanically stunned until the next lair action on initiative count 20 as they are wracked with coughing and wheezing. On a success, a creature can take an action or a bonus action but not both on their turn.
The Weezekoff can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
Regional Effects
A region containing a Weezekoff's lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the Weezekoff's lair sometimes feel as if they’re being watched when they aren’t.
- When the Weeezkoff sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the Wheezeekoff dies, these effects fade over the course of 1d10 days.
Previous Versions
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9/28/2025 6:13:03 PM
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9/29/2025 1:11:00 AM
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