Homebrew Beholderborn Species Details
Beholderborn can be created whenever a beholder dreams of itself defeating another beholder. Usually, however, beholders will kill any beholderborn they see and tend to be especially aggressive toward them since beholders hate each other and beholderborn remind them of other beholders due to their similar looks. Although this rarely happens, sometimes lucky beholderborn manage to survive and leave their creator's lair.
Ofttimes, it is the biggest goal of a beholderborn to slay the beholder who created them after they have grown strong enough. They additionally despise beholders even more than they hate each other. As well as their origins, beholderborn also tend to be highly paranoid, aggressive and are oftentimes also solitary creatures who have difficulties being part of a team.
Despite being humanoid creatures, they have a total of four eyes: One big eye in the head's center along with three eye stalks which are linked to the head. The central eye makes up around one third of the whole face while another large part of it consists of a large, fear-inducing mouth studded with a multitude of sharp, little teeth. Furthermore, a beholderborn's skin usually has a blue to purple color and is covered in a few rather large scales.
Beholderborn Traits
Your beholder-origin provides you with a total of four magical eyes that have powerful abilities.Ability Score Increase
Your Intelligence score increases by 2, and your Charisma score increases by 1.
Eye Magic
Once per round, you can choose to use one of your eyes in order to perform an attack. Each creature you can see within 40 ft. can be targeted. Roll a d4 to determine the eye that is activated:
1: Emit an antimagic ray from your central eye. All existing magic within a 15 foot-cone stops working until your next turn.
2: The targeted creature must succeed on a DC 14 INT Saving throw. On a failed save, the target takes 8 (2d6) psychic damage and cannot use its reactions until your next turn. On a success it takes half as much damage and does not lose its reactions
3: The targeted creature must succeed on a DC 14 CON Saving throw. On a failed save, the target takes 4 (1d8) necrotic damage and cannot be healed until your next turn. On a success the target takes half as much damage and the described effect does not occur.
4: The targeted creature must succeed on a DC 14 DEX Saving throw. On a failed save, the target takes 12 (3d6) energy damage or half as much on a success.
The damage increases by one of the according types of dice at 6th level at 11th level and at 15th level. The DC is increased to 16 at 11th level.
Strong Mind
You are resistant to psychic damage.
Telepathy
You can communicate telepathically with creatures in a range of 50 ft. However, only you can communicate that way unless the creature you are speaking to also knows telepathy.
Comments