Multiattack. The beauty makes two attacks with her rapier and shoots one of her eye rays.
+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage.
Eye Ray. The Beauty shoots one of the following magical eye rays at random, choosing one target it can see within 120 feet of it.
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by The Beauty for 1 hour, or until The Beauty harms the creature.
2. 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.
3. 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.
4. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
5. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or The Beauty moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of The Beauty's next turn or The Beauty 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 Beauty can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
6. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Parry. When a weapon attack would hit her, The Beauty may use her reaction to add 4 to her AC against weapon attacks until the start of her next turn.
The Beauty can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Beauty regains spent legendary actions at the start of its turn.
Slashing Flourish. The Beauty can make a rapier attack that deals an extra 9 (2d8) damage and hits all creatures within 5 feet of it.
Eye Ray (Costs 2 Actions). The Beauty uses one random eye ray.
Description
Once upon a time, there was a King. One day, while visiting another country, his eyes met those of the country's second princess, and he was immediately enamored with her, and so proceeded to ask her father for her hand in marriage, only to discover she was already engaged to another, whom she loved. Not used to being denied, he decided then and there that if he couldn't have her, he would just make another version of her, one that would be his and only his.
Having heard about how the terrifying Beholders come into being, he decided to manipulate one into creating a perfect copy of his princess for him. So he cast a spell on a sleeping Beholder and shaped its dreams, so that it would create a copy of his beloved. Except, as one might expect, things didn't go to plan.
Yes, the Beholder did indeed create a version of the princess, a near perfect copy, except for the extra eyes, one on her forehead and three more in each arm, the fact that her actual human eyes that had him so entranced remained closed, the personality of the aberration he had inadvertently created, which combined memories from the princess with the personality of a Beholder, and worse of all, the discovery that, as a result of his plan, the princess he so desired had fallen into a coma which not even the most powerful of clerics and sorcerers could wake her from.
And so was born the Beauty's Beholder, a nightmare-ish echo of a sleeping princess, twisted by a Beholder's mind and a King's desire to own her.
Lair and Lair Actions
Deep within the cavern she calls home there is a chamber, The Beauty's bedchambers.
These bedchambers are a recreation of the princess' childhood bedroom, recreated with whatever substitute one could expect to find deep in the Underdark, sealed away from civilization. For exemple, instead of a polished silver mirror, on her vanity there is a jagged obsidian one; instead of the finest silks hanging from her canopy bed, one finds spider webs being used as curtains; instead of sunlight streaming through the windows, there are strange crystal jutting out of the dark stone walls, emanating dim light.
Lair Actions
On initiative count 20 (losing initiative ties), The Beauty takes a lair action to cause one of the following effects; The Beauty can’t use the same effect two rounds in a row:
- A haunting song, an echo from long ago, resonates within the chamber. Each humanoid inside the chamber must make a DC 15 Wisdom saving throw. On a fail they have disadvantage on all attack rolls until the end of their next turn.
- The eyes on The Beauty's arms glow golden as three Arcane Eyes (as per the Arcane Eye spell) are summoned within 60 feet of her. The Beauty can use a Bonus Action or a Legendary Action to trade places with an Arcane Eye, destroying it in the process.
- As her human eyes open, The Beauty gains advantage on saving throws against magical effects that she can see. This lasts until she uses another Lair Action.
-
View User Profile
-
Send Message
Posted Mar 20, 2021This is a really cool idea - I love the story behind it :)