Armor Class
14
natural
Hit Points
33
(6d8 + 6)
Speed
0 ft., Fly 30 ft.
STR
8
(-1)
DEX
14
(+2)
CON
14
(+2)
INT
13
(+1)
WIS
14
(+2)
CHA
11
(+0)
Skills
Perception +6
Condition Immunities
Prone
Senses
Darkvision 120 ft., Passive Perception 16
Languages
Telepathy 120 ft.
Challenge
2 (450 XP)
Proficiency Bonus
+2
Actions
Eye Rays. The beskittler shoots up to two of the following magical rays (roll 1d6) at one or two creatures it can see within 30 feet of it. It can use each ray only once on a turn. Ranged Spell Attack: +5 to hit, range 30 ft.
- 1 Green: Poison Ray. The target must succeed on a DC 13 Constitution saving throw or take 1d12 poison damage and become poisoned for 3 rounds.
- 2 Yellow: Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 3 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 3 Orange: Fire Ray. The target takes 2d6 fire damage.
- 4 Red: Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one.
- 5 Violet: Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 3 rounds. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
- 6: roll 1d6 twice, ignoring any 6 results.
Description
A beskittler is a type of deadly aberration. It resembles a floating cluster of rainbow colored flattened spheres and a single great eye. Each sphere can shoot forth deadly rays.
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