Homebrew Beholderkin Species Details

Beholderkin are considered monsters by almost every creature with a perceived intelligence. Their creation is only theorized to have been the unholy nightmare of a true Beholder. How they even reproduce is a mystery. Their mere existence is denied throughout most civilized governments.

Beholderkin Traits

As a beholder, your monsterous ancestry grants you certain powerful abilities.

Ability Score Increases.

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

Speed

You have a walking speed of 30 feet. You have a hover speed of 15 feet. 

Age

The true age of your kind is unknowable, though they are thought to be immortal.

Eye Ray.

Though your control remains limited. As an action, you may choose to activate your Eye Ray. Roll 1d6 and consult the table below. You must follow the rules of the beam that you roll. However, you may choose the target or change it before the effect takes place. You may use this ability once per long rest. The save for each applicable DC is 10 + your proficiency bonus.

 

D6

Eye Salk

Beam Effect

1

None

You are unable to control the beams and cast nothing. 

Does not require a rest.

2

Paralyzing Ray

Target creature must succeed on a Con saving throw or be paralyzed for 30 seconds.

3

Sleep Ray

Target must make a Wis saving throw or fall unconscious for 30 seconds. The target awakens if damaged or another creature uses an action to awaken it. 

4

Telekinetic Ray

Target must succeed on a Str saving throw. On a failure, it is restrained until the start of your next turn, or until you are incapacitated.

5

Death Ray

Target must succeed on a Dex saving throw. On a failure, they 5d8 necrotic dmg, or half as much on a success. 

6

Antimagic Ray

As a reaction, for the next 10 mins, you may cast Counterspell for free. 

Languages.

You can speak, read, and write Common and Undercommon.

Previous Versions

Name Date Modified Views Adds Version Actions
1/24/2023 6:13:54 PM
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