Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 120 feet of it. It can use each ray only once on a turn.
- Sleep Ray: The targeted creature must succeed on a DC 12 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.
- Paralyzing Ray. The target must succeed on a DC 13 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.
- Fire Ray: The targeted creature must succeed on a DC 13 Dexterity saving throw or take 10 (2d10) fire damage.
- Death Ray. The target must make a DC 13 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.
- Sleep Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or fall asleep and remain unconscious or 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.
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Disintegration Ray. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or take 10 (2d10) 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 nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.
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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.
- Charm Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Description
A Beholderkin is a lesser beholder that is summoned from another plane of existence by a magical ritual, the components of which include 6 beholder eyestalks that are consumed by the ritual's magic. Appropriately, a spectator has 8 eyestalks, 4 on each side of the wide eye at the center of its four-foot diameter body.
It called itself Hojo Angelinos and being summoned from other realm, it used to be an humanoid creature.
Previous Versions
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5/31/2020 1:58:28 PM
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6/6/2020 12:35:06 PM
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10
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Coming Soon
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