Homebrew Beholder-Kin Species Details

Beholder-kin are born from the dreams of beholders. If a beholder dreams it is a humanoid, it either becomes a beholder-kin or creates one. Appearance wise, they are wildly variant. One may have purple skin and horns, while another will have greyish skin and fins on its head, though generally they share leathery skin and large heads with a single bulbous eye and wide mouths. Beholder-kin have no way of reproducing on their own, and as such are incredibly rare to find. Oftentimes, they will inherit their parent race's xenophobia, and find themselves to be above all other individuals. They have potential psychic abilities and potent eye beams, and as such can use that to gain positions of power for themselves. Others still may reject their xenophobic nature, and go out to seek caring relationships. 

Beholder-Kin Traits

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Eye Beam

You have a weakened version of one of the beholder's iconic eye beams. Roll a d8, and take an eye beam from the list below. With an action, you may attack with your eye beam, in which case your target must make a saving throw of the specified type with a DC of 8 + your dexterity modifier + your proficiency bonus. Once used, you may not use this feature again until a long rest. 

1. Charm ray (wisdom): upon a failed save, the target is charmed by you for one hour or until you or your allies attack them

2. Paralyzing ray (constitution): upon a failed save, the target is paralyzed until your next turn. 

3. Fear ray (wisdom): upon a failed save, the target is is frightened for one minute. The target may repeat the saving throw at the end of each turn.

4. Slowing ray (slowing ray): upon a failed save, the target's speed is halved for one minute. 

5. Enervation ray (constitution): upon a failed save, the target takes 2d6 necrotic damage, or half as much on a successful save. 

6. Telekinetic ray (strength): upon a failed save, the target is flung 30 feet in any direction. Additionally, you may do the same to an object weighing 250 pounds or less.  

7. Sleep ray (wisdom): upon a failed save, the target falls asleep for 1 minute, or until damaged or woken up by another creature. 

8. Disintegration Ray (dexterity): upon a failed save, the target takes 2d8 force damage, or half as much on a successful save. 

Your dreams influence your reality, and sleeping can change the eye beam you may use. After finishing a long rest, roll a d4. On a roll of a 4, reroll the table and take the new eye beam. 

Ability Score Increase

Your constitution score increases by 2, and your charisma score by 1. 

Thick Skin

You have tough, leathery skin. You have a natural AC of 8 + your constitution modifier + your dexterity modifier.

Language

You can speak, read, and write common, undercommon, and deep speech

Age

Beholder-kin spring into existence fully grown, though they can form without full understanding of the world around them. Beholder kin then live on to be about 150-160.

Size

Beholder's size is incredibly varied, you can be anywhere between 5 feet to 7 feet tall and 100-300 pounds. Your size is medium. 

Alignment

Beholder-kin are often inherently self serving and xenophobic, and as such can sway to neutral evil, though many will divert from this and as such any alignment can work.

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