Homebrew Beholder Hybrids Species Details

Beholder Hybrids are the reproductive spawns of a Beholder and another species. these off springs are decedents of the large aberrations. These creatures do have the eyestalks from their Ancestors but may not only have one eye, it can range from one to four eyes on their faces measuring the highly destructive pieces of magic depending on the mixing race. Also powerful and intelligent, these hybrids have the newest generation of threats.

Description,

Beholder Hybrids are very difficult to distinguish from other creatures unless you look at their eyes or actually see their eye stalks but they look like any other type of race since they take the form of the other non beholder parent but gain most of the magical abilities from the beholder parent.

Thier size depends on the non beholder parent the skin can be any type of skin tone and texture but when they die there skin begins to harden

Because their entire body isn't covered in eyes they don't have the best rounding vision however due to their lineage the can see within magical and regular darkness for about 120 ft of sight still unable to o see color, they had the ability to perceive even in the most darkened environment, under conditions in which a human or similar creature would be rendered blind.

Theyre also capable of flight, in spite of their lack of wings or similar physical features, simply hovering above ground effortlessly. 

Biology and Biological Features

no matter what mixture of creature they are omnivorous, gender, and a subject of great fascination for sages who studied biology and the hunters who attempted to kill them. As such, a large amount of information was available on beholder anatomy

The skin of a beholder hybrid appeared to be made out of a stony substance, as strong and durable as steel, and just as inflexible. Upon death, the skin would harden further into a stone-like consistency.

Beholder Hybrids 'bones' were incredibly porous and lightweight leather-like cartilage that was visually indistinguishable from their skin, but comparatively weaker, almost having the strength and durability of iron. Upon death, a beholder's skeletal structure would become brittle. Their eyestalks were usually flexible tentacles, but varied among individuals and could instead be jointed stalks covered in rigid chitin or segmented stalks similar to the bodies of earthworms

When Beholder Hybrids decide to un hatch their jaws they tend to have a more extended jaw and have more rows of teeth from top to bottom (averaging 56 teeth in total) lining a hinged jaw. Said teeth are long and thin however, designed for ripping and tearing rather than for chewing.

Hybrids also have two hearts and two stomachs.

Blood/Brain/Diet & Digestion

Beholder blood was dark green. Unlike a humanoid heart that pumps blood around the body constantly, beholders had a central 'blood sac' that, in conjunction with a powerfully muscled diaphragm, pushed blood into the beholder's blood vessels, then pulled the blood back into the sac. The beholder brain was similar in appearance to that of a humanoid's, but wider, capable of reaching a diameter of up to 4 feet (1.2 meters).[ Its two lobes (known as "dweomerlobes") descended downwards to the left and right from the center like horns and had a complicated central nervous system surrounding it. The brain and nervous system was where magical energies were stored, amplified, and directed to the eyestalks. It had been observed that older beholder's brains gained ridges

While they required, on average, about 10 pounds (4.5 kilograms) of food and 2 gallons (7.6 liters) of fluid per day,[14] an otherwise healthy individual could typically survive over twenty days without food or drink before dying of starvation or thirst.[21] Additionally, a beholder's digestive system was capable of storing excess consumed food to process as needed at a rate of 20 pounds (9.1 kilograms) per day. For example, if a beholder ate 110 pounds (50 kilograms) of food, only 10 pounds (4.5 kilograms) of that would go towards their daily intake needs, and the rest would be digested over the course of the next five days without them needing to eat anything else. A beholder could store at least 600 pounds (270 kilograms) of food in its stomachs at any one time.

Food was liquefied in the beholder's two stomachs and pumped through a intestine-like system up to the lung where these intestines thinned out to a hair's breadth and mixed the food with air. The beholder's diaphragm pumped the digested food, combined with air from the lungs around the body through a system of fine arteries to nourish the organs. Waste liquid, devoid of nourishment and oxygen, would then drain back into the mouth to be expelled, or more likely dribbled out steadily.

Beholders could eat just about anything organic, but they did have preferences. They tended to enjoy eating small mammals and birds alive (the combination sensation of soft flesh, crunchy bone and liquid blood in their mouths was considered a delicacy); gnomes; roast beef, lamb and pork; liver and brain pâté; insects; leafy vegetables, leaves, flower petals, and exotic mushrooms. Their favorite drinks were blood, wine, and food coloring. Visually impressive meals were always preferred, particularly colorful ones (beholders often watched themselves eat with their eyestalks). They did not typically enjoy citrus fruits, grapes or melons; eyeballs; hard-boiled eggs; shellfish still in the shell; bull testicles; or anything fried in batter.

Indigestible items eaten by a beholder would be either vomited up or absorbed into the body where it would eventually embed itself on the inside surface of their skeleton.

 A race of humanoids descended from the cursed Beholders.
Ability Score Increase. Your Intelligence score increases by 2 and your Charisma score increases by 1.
Age. A beholder hybrid matures at the same rate as humans do and live up to 130 years of age.
Alignment. Often of a neutral alignment, beholder hybrid are generally wizards and sorcerers, but some have more extreme tendencies.
Size. beholder hybrid vary in weight and height in the same way humans do. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aberrant Nature. Your creature type is considered to be both aberration and humanoid.
Awakened beholder hybrid. Speak to your Dungeon Master whether you have awakened before your adventure starts or if you will at some point during your adventure gaining the traits listed in Awakened beholder hybrid.
Languages. You can speak, read and write Common, and one language of your choice.

Beholder Hybrids Traits

"reproduction of the crazy creatures"

Beholder Eye

While in beholder form, you can draw out the power of the beholders most well-known weapon, its eye beam. Roll a d6 and target a creature you can see within 60 feet of you. The DC for this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier.
d6 Eye Ray Table
1 Disintegration Ray. You fire a blast of destructive energy. Make a ranged spell attack, dealing 1d10 force damage on a successful hit. If a creatures hit points are reduced to 0 by this attack, the creature is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. This abilities damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
2 Fear Ray. You awaken the sense of mortality in one creature you can see within range. Constructs and undead are immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 Petrification Ray. You make eye contact with a creature, forcing the target within range to make a Wisdom saving throw. On a failed save, the creature's speed is reduced to 0 and its legs, if any, have turned to stone 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 Telekinetic Ray. You can mentally hold a creature in place. The creature must make a Wisdom saving throw. On a failed save, the creature is restrained, and using a bonus action you may move them up to 30 feet in any direction. The effect ends at the end of your next turn.
5 Paralyzing Ray. You fire a bolt of lightning from your eye, the creature must make a Dexterity saving throw. On a failed save, the target is paralyzed. The effect ends at the end of your next turn.
6 You may pick an eye ray of your choice.

Ability Score Increase

Your Intelligence score increases by 2 and your Charisma score increases by 1.

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