Homebrew Beholderkin Species Details

Born from the most twisted and perverse of a beholders dreams, the Beholderkin are like a normal beholder, except they have a humanoid shape, being cyclopian in appearance, and possessing several tail like eyestalks. These creatures are born between two realities, but are rejected by both. Treated as filth by beholders, and condemned as monsters by the common races. As such, Beholderkin keep to clans of themselves, bringing the twisted machinations of their dreams to fruition. Many hold a longing for nothing more than companionship or acceptance.

Beholderkin Traits

As a Beholderkin you have many of the features of a beholder, though weakened, and some of those features perverted from your parent race.

Ability Score Increase

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

Age

First generation Beholderkin are born into being as adults, while further generations reach maturity at the age their parent race would. These creatures are functionally immortal, as time has no hold on their corporeal form.

Alignment

Beholderkin tend towards the evil side of alignment. However, when it comes to law or chaos, they tend towards whatever direction their parent race leans.

Size

Beholderkin are on average between 4 to 5 feet tall, and weighing only up to 120 pounds.

Speed

You have a base walking speed of 30, and can hover at a speed of 20. 

Hover

You can hover off the ground a number of feet equal to your strength modifier (Minimum of 1). As a bonus action, you can raise yourself 5 feet into the air, or lower yourself down five feet. If you are less than five feet from the ground, descending will not use a bonus action, and will instead use 5 feet of movement.

Eye Rays

You have access to several Eye rays akin to those of a normal Beholder, with which you can defend yourself. Some are only available at certain levels. Such information will be listed. These beams can be once per long rest at 1st level, twice at 3rd level, three times at 5th level, four times at 10th level, and you can use three sets of three beams per long rest at 20th level. Using these beams counts as an action. The DC for any saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier.

Ray Type Effect/Damage Range & Save Level
Charm Ray Charmed for 1 hour/until harmed 15 ft. cone (Wis. save) 1st level
Paralyzing Ray Paralyzed for 1 turn 15 ft. cone (Con. save) 1st level
Fear Ray Frightened for 1 minute 15 ft. cone (Wis. Save) 1st level
Slowing Ray Slowed 1 minute 15 ft. cone (Dex. save) 2nd level
Enervation Ray 2d8 Necrotic 15 ft. cone (Con. save) 2nd level
Telekinetic Ray Move 15 ft. and restrained 15 ft. cone (Str. save) 2nd level
Sleep Ray Unconscious 1 minute/until harmed 15 ft. cone (Wis. save) 3rd level
Petrification Ray Restrained/Petrified if fail second save 15 ft. cone (Dex. save) 4th level
Disintegration Ray 4d8 Force 15 ft. cone (Dex. save) 5th level
Death Ray 4d10 Necrotic 15 ft. cone (Dex. save) 10th level

Beholder Ancestry

Beholderkin are immune to being knocked prone, and have the ability to cast antimagic field, however instead of the typic spherical radius, it effects a 15 ft. cone directly from their main eye. Additionally, you have superior darkvision.

Languages

Beholderkin know more languages than most. You speak common, deep speech, undercommon, and one language of your choice from a few possible parent races.

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