Antimagic cone: The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.
Actions
Bite Melee weapn attack: +5 1d20+5 4d6 Damage: 4d6
Eye Rays The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet. Choose ray 1d10
1. Charm Ray The targeted creature must succeed on a DC 16 Wis save or be charmed by the beholder for 1 hour, or until the beholder harms the creature
2. Paralyzing Ray The targeted creature must succeed on a DC 16 Con save 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 a success.
3. Fear Ray The targeted creature must succeed on a DC 16 Wis save 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 a success.
4. Slowing Ray The targeted creature must succeed on a DC 16 Dex save. 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 it's turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
5. Enervation Ray The targeted creature must make a DC 16 Con save, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.
6. Telekinetic Ray If the creature is a creature, it must succeed on a DC 16 Str save or the beholder moves it up to 30ft 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 30ft 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.
7. Sleep Ray The targeted creature must succeed on a DC 16 Wis save 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.
8. Petrification Ray The targeted creature must make a DC 16 Dex save. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of it's 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.
9. Disintegration Ray If the target is a creature, it must succeed on a DC 16 Dex save or take 45 (10d8) 10d8 force damage. If this creature is reduced to 0 hit points, it's body becomes a pile of fine gray dust. If the target is a large or smaller non-magicall object or creation of magical force, it is disintegrated without a savein throw. If the target is Huge or larger or creation of magical force, this ray disintegrates a 10ft cube of it.
10. Death Ray The targeted creature must succeed on a DC 16 Dex save or take 55 (10d10) 10d10 necrotic damage. The target dies if the ray reduces it to 0hit points.
Legendary Actions
The beholder 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 beholder regains spent legendary actions at the start of its turn. Eye Ray The beholder uses one random eye ray.
Description
Ungahd the beholder is an entity who recently acquired an entire city of dwarves to create a sanctuary for him in Mt. Foulg using the Staff of the Oppressor: A staff that allows you to take control of any number of individuals as long as you can seperate yourself from their personality. This creates an insurmountable problem for normal users, as the other person’s personality, memories, decisions and life will suddenly crash and meld with the user: creating a soup of both people that will usually cause the wielder’s brain to shut down. The affects require concentration. However a beholder’s unique view of himself, his goals, his self make him extremely adept at discerning his personality from the rest. He is paranoid enough to believe he may be influenced by these other thoughts so he constantly keeps is psyche by doing beholder things… such as making his lair incomprehensible and building weapons to protect him. This is where the gremlins come in. While dwarves are excellent architects and capable of building a stable volcanic lair, you need a gremlin to make a weapon. The gremlins where then taken by force to build a suit of armor capable of giving Ungahd almost indestructible power.
The staff allows Ungahd to precisely control every entity he owns. However even his psyche is limited and he occasionally can become too preoccupied with his goals to notice something going wrong or a missing victim. He has most of the people set to autopilot. The staff allows the user to access memories and skills of the other, so gremlin technology is now familiar to him and the creation of his suit is completely run by his subconscious and conscious decisions.
Ungahd has created a mech suit that protects him (aside from his eye which he still uses to see and cancel magic). The suit is giant, and walks and moves using steam powered by heating coils which have been created using the volcano’s magic. The volcano itself was once used by the giants as a forge to create amazing weapons. This residual magic has accumulated as residue that can be harvested by filtering lava. This is as hard as it sounds. The resultant residue have been crafted into rods that can be used to fire bolts of energy must like Cermit’s guns but with seemingly random affects. They also provide an excellent power source to my Goddamn Gundam Beholder.
Lair and Lair Actions
Lair Actions
When fighting inside it~ lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
• A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
• Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder'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 beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.
The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
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