Homebrew Gazerfolk Species Details

Gazerfolk are created through intensive experimentation by a beholder in order to create a perfect race in their own image. However the experiment proved a failure since the beholder himself only saw imperfections within their own creations and banished them to the material plane.

They have an appearance of one large eyeball implanted on their foreheads instead of two eyes that humanoids usually have. Their skin consists of a grayish blue skin with black ooze seeping out of the skin of their limbs. They have large black tufts located on their lower backside with a number of long black tendrils with eyes at each tip, also known as eye stalks. Other than that they look similar to that of a humanoid strangely enough.

Occasionally they are found wandering the material plane, taking up certain aspects of their creator and causing great turmoil and confusion. It is very rare for Gazerfolk to find another of it's kind, and just like their creator, they don't get along and refuse to form a tangible bond or alliance with their own kind. Their means of reproduction is unknown.

Gazerfolk Traits

Gazerfolk share special racial traits as a result of their otherworldly descent.

Ability Score Increase

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

Age

Gazerfolk mature at the same rate as humans but live a few years longer.

Alignment

Gazerfolk might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many beholderfolk toward a chaotic alignment.

Size

Gazerfolk are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Eye Stalks

Black tendrils with eyes tipped upon them emerge from the black tufts growing on your lower backside. You can see through each eye stalk and move it around without any difficulty.

As an action, you can shoot a magical eye ray at random choosing one target you can see within 60 feet of you:

  1. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the your next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
  2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the your next turn.
  3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
  4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from you.

The number of Eye Rays increases to 2 at 6th level, 3 at 11th level, and 4 at 16th level. You instead shoot two or more magical eye rays at random (reroll duplicates), choosing one or more targets you can see within 60 feet of you.

After you use your Eye Ray this way, you can’t use it again until you complete a short or Long Rest.

If the target is an object weighing 10 pounds or less that isn't being worn or carried, you move it up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Hover

You can hover up to 5 feet from the ground.

Languages

You can speak, read, and write Common and Deep Speech.

Previous Versions

Name Date Modified Views Adds Version Actions
10/29/2020 11:43:31 PM
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