Homebrew Gazed Species Details
As creations of mad Beholders, the Gazed were created to defend a Beholder's lair as a hybrid form of both humanoids and beholderkin. Gazed are incredibly rare, and many take extreme measures to conceal themselves if they ever gain their freedom from the slavery of their beholder creators.
Gazed Traits
An experimental hybrid of beholder and humanFlight of the Beholder
For minutes per day equal to character level, you can hover 6 inches off the ground
Plentiful Gaze
You have advantage on perception and investigation when actively looking for something as all of your eye stalks work together. You also take a -5 to passive perception and investigation
Eye Rays
The gazed shoots one of the following magical eye rays at random, choosing one target it can see within 60 feet of it
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s 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 gazer’s next turn.
3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
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 the gazer.
Truly Loyal
Your devotion to Beholders is immensely strong. You have advantage on saves against being charmed or controlled against creatures that are not beholders. You have disadvantage on all saves against beholders.
Ability Score increase
+2 to Strength or Dexterity, +2 to Constitution, and -2 to Charisma
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