Magical Distruption Gaze. The Sentinel's central eye creates an area of Wild Magic in a 150-foot-cone. If a creature casts a spell or uses a magical object while in this cone, it is dispelled, backfires, and manifests only as a Wild Magic Curse (see table below). 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.
Legendary Resistance (3/Day). If the Sentinel fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Sentinel has advantage on saving throws against spells and other magical effects.
Healing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) Healing.
Eye Rays. The Sentinel shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Curse Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be cursed by a random Wild Magic Curse (see table below). A remove curse spell ends this effect, but the DM may determine a different means of ending the curse.
2. Enlarge/Reduce Ray. The targeted creature must make a DC 16 Constitution saving throw, on a failure the target is subjected to the effects of the Enlarge/Reduce spell.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw 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 itself on a success.
4. Mute Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or on a failure the creature is Silenced 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.
5. 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.
6. 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.
7.Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the Sentinel moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the Sentinel’s next turn or until the Sentinel 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 Sentinel can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
8. Illusion Ray. The targeted creature must succeed on a DC 16 Intelligence saving throw or be fooled by an illusion determined by the DM for 1 minute. This illusion follows the same parameters as Major Image. Examples of manifestation include, making the target look horribly disfigured, summoning a creature next to the target, or creating a wall of fire around the target.
9. Rainbow Ray. This ray just shoots sparkles, confetti, and fanfare, but the Sentinel will play up its deadly nature. The targeted creature must succeed on a DC 16 Insight check or fall prey to the Sentinel's clever Deception.
10. Rust Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or receive a -1 a permanent and cumulative −1 penalty to one piece of armor/clothing it is wearing. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
The Sentinel 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.
Lair and Lair Actions
(See Lair Actions for Beholder)
Wild Magic Curse Table
d100 |
Effect |
---|---|
01–02 |
Beauty is in the Eye Curse Your hair is replaced with a crown of eyestalks. All perception checks are made with advantage, but you have a 25% chance of spawning a hostile lesser beholder during each long rest. |
03–04 |
Brawn Over Brain Curse Your character becomes incredibly thick with muscle. Gain Athlete feat, but -2 to Intelligence. |
05–06 |
Princess’ Blessing Your voice attracts songbirds and bird-like creatures have disadvantage when attacking you. |
07–08 |
Toad Tongue Curse Your tongue lengthens and becomes sticky. You find it difficult to speak, but can retrieve tiny objects or creatures from 10 ft away using your tongue. |
09–10 |
Headlights Curse Your eyes glow a sickening hue, but don't impair your vision even in darkness. Gain superior darkvision, but people strain looking directly at you. Charisma checks are made with disadvantage. |
11–12 |
Hivemind Curse Your forearms swell up into a living bee colony. They obey your commands and can attack enemies (gain Infestation cantrip), but occasionally they will attack you instead until properly trained. |
13–14 |
Boozer’s Bane Every liquid you touch, turns to drinkable clear water. |
15–16 |
Vaporous Curse With each breath you exude puffs of smoke, you can cast Fog Cloud once per long rest. Constitution saves are made with disadvantage. |
17–18 |
Friend of Fabric Curse You can speak to clothing. |
19–20 |
Chroma Cast Curse Your direct touch causes objects to change to a random color for 30 seconds. |
21–22 |
Mute-Mouth curse Your mouth disappears. Magically you can speak using the mouths of others (friendly), but not your own. |
23–24 |
Faceless Curse Though your senses work perfectly fine, you have no face. Disadvantage on all Charisma checks. |
25–26 |
Twin-Walker Curse When people look upon you, they see their own face reflected back at them. |
27–28 |
Nothic's Blessing. Your two eyes fuse into one. Gain advantage on an Insight check once per long rest. You have trouble judging distance however ranged attacks are made with disadvantage. |
29–30 |
Curse of Confections Blood and viscera appears to you as cookies or sweets. The taste however doesn't hold up. |
31–32 |
Golden Goose Curse You lay eggs every morning. Rolling a natural 20 guarantees a golden egg (100g). |
33–34 |
Slug-Spitter Curse After a long rest roll 1d10. On a 1-9 you vomit a slug, on a 10, you spew up a bottled potion of greater healing. |
35–36 |
Sticks to Snakes Curse Whenever you aren't holding or directly touching your weapon, it assumes the form of a snake. |
37–38 |
Gemtone Curse Your skin sprouts hardened gemstones, you gain +1 to your AC while unarmored, but thieves covet your skin. |
39–40 |
Screeshifter Curse You gain the ability to transform into a pidgeon once per day, but only if you strongly will it (DC15 Con) otherwise the transformation ends poorly. |
41–42 |
Darkerganger Curse Your shadow has disappeared, but rumors tell of a man/woman that looks just like you has been seen skulking about in the night. |
43–44 |
Mirror Mirror Curse Reflected surfaces can't be trusted, as your reflection has a vile temperament. One of these days it might pull you right in. |
45–46 |
Love Bug Curse Pheromones exude from your skin, charming any nearby insects. If asked nicely, they obey your commands, otherwise they swarm your face making it difficult to see/hear. Perception checks are made with disadvantage. |
47–48 |
Shrinkwrap Curse You shrink and become Small size. If you are already small, you become Medium Size. |
49–50 |
Midas’ Bane Jewels and gold burn your skin. |
51–52 |
Gastro Gifts Curse Food speaks to you. |
53–54 |
Stretched Curse Your limbs become long, gangly, and extremely clumsy. You gain 2 ft in height, but Dexterity saves are made with disadvantage. |
55–56 |
Backfire Beast Curse Magical healing causes you severe nausea wherein you vomit a random creature CR0 afterward. |
57–58 |
Lingering Spectre Curse You are haunted by the creature you last killed until you finish a long rest. Disadvantage on Wisdom Saves. |
59–60 |
Duplis Door Curse Each time the character opens a door. The door is always a mimic, but only the cursed see it. |
61–62 |
Sunlight Sensitivity Curse You gain the sunlight sensitivity trait, invoking disadvantage on attack rolls while in the sun. |
63–64 |
Botany Body Curse Your body physiology changes to that of a walking plant. Now weak to fire, but can speak to plants. |
65–66 |
Beast Brain Curse Your head shifts to resemble a random animal. Your personality is tainted by the nature of the particular beast. |
67–68 |
Language Flipper Curse The languages you know, including common, are randomly rerolled into new languages. |
69–70 |
Sweet Surprise Curse All body liquids within you are now different flavors of jam. |
71–72 |
Gravity Reversal Curse - Your body is light as a feather. In fact, you might even float away. If you are not weighted down, you rise into the air 10 ft per round. |
73–74 |
Serpentomorph Curse One of your arms is replaced with a boa constrictor. It obeys you so long as you feed it daily. (12 DC Animal handling check, or suffer 1d4 piercing damage) |
75–76 |
Pockets of Dimension Curse A small wormhole opens up on different areas of your body daily. It spits out a random trinket or severed limb (not your own) and disappears. |
77–78 |
Tar Tongue Curse Sludge drips from your mouth whenever you attempt to lie. |
79–80 |
Baited Breath Curse You exude a powerful smell for each emotional state. |
81–82 |
Ornithophobia Curse You are deeply afraid of birds or bird-like creatures, and will be afflicted by fear on sight. |
83–84 |
The Black Spot A small black spot opens up on the palm of your hand. When you step into shadow or unlit area, you are assaulted by writhing black tentacles (Black Tentacles spell attack damage). |
85–86 |
Vulching Curse You develop a taste for rotting corpses. You find it difficult to eat normal food, DC10 Wis save. You start to resemble a vulture as days pass. |
87–88 |
Fiendish Facade Curse Your entire body resembles a skeletal undead, yet still feel flesh and blood. Disadvantage on Charisma checks. |
89–90 |
Monophobia Curse You fear being alone. You feel the need to be close to your friends. Too close. |
91–92 |
Seymour Says Curse A mouth opens up on your palm, and demands to be fed. The more you feed it, the more it dominates your body. |
93–94 |
Festering Bowels Curse When making a roll of any kind, if you roll a critical fail, you release a Stinking Cloud. |
95–96 |
Race Flip Curse You transform into a completely different race. (DM determined) |
97–98 |
Emotibow Curse Your shifting skin color betrays your emotional state. |
99–00 |
Dancing Drawers Curse The next inanimate object you touch is becomes an awakened construct that swears revenge against you. (This can include weaponry or clothing at the DM's discretion) |
Does the Rust Ray affect magical armors?
as far as i know magic armour doesn't rust by any means.
Great concept, great art in the video, you're a great person. To assist your greatness, let me give some advice/critiques on this statblock:
1. The Magical Disruption Gaze should maybe be called antimagic cone. Maybe make it clear that the Curse affects whoever tried to cast the spell, because maybe it's just me, but I didn't realise that at first. Also, does it effect magic items? What about non-spell magic effects? Are there even any non-spell magic effects in 5e? Well, off the top of my head, the Abjuration Wizard's Arcane Ward. But it's not like the OG beholder specifies that either, so you're good there.
Not 2. Is the Enlarge/Reduce Ray random between Enlarge and Reduce. Wait, no, the spell says you get too chose, so the Sentinel chooses. Duh.
Actual 2. Mute Ray: there is no Silenced condition, so you could just say "is affected as if they were in the area of a Silence spell", or just "is affected as if by a Silence spell". Lots of features cite Zone of Truth (and the OG Beholder cites the effects of Antimagic Field), so there's stylistic precedent.
3. Rust Ray has a typo ("or receive a -1 a permanent and cumulative -1 penalty"), I'd drop the "/clothing", and add "or a shield it is carrying" to the end of its first sentence.
Now, a lot of the Curses are vague in their effects, which presumably is so the DM can make their judgement (i.e. intentionally vague), or maybe it's just because writing 50 curses in detail is difficult. I would critique the ones that need critiquing, but this comment would drown out all others and consume the comment section (not that there's too many replies).
Now, I have a certain video to finish.
I WOULD use this monster for a campaign in the future...if it had a DESCRIPTION ABOUT IT & details about the curses/blessings!
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What? Aren't you gonna say something?! No?!
WHY WON'T YOU SPEAK!?!