Homebrew Beholdling Species Details

Beholdlings are spawned from a Beholder's dream. While not being a beholder themselves, the power within them still frightens a beholder enough to drive them out of their lair. Those lucky enough to survive are left to their own devices and commonly try to blend into the strange new world they have entered by chance. You have a humanoid body, but your head only features one large eye, nostrils, and a fanged maw. Further, six small tentacles sprout from your head, each with an additional tiny eye.

Beholdling Traits

You were spawned from a Beholder's dream.

Ability Score Increase

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

Speed

Your base walking speed is 30 feet.

Age

Beholdlings reach adulthood by the age of 20 and can live up to 200 years.

Size

Beholdlings vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. You can use the human stat block when determining your height and weight.

Alignment

Your alignment is that of whatever alignment the Beholder dreaming about you had envisioned in their dream.

Darkvision

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 discern colors in that darkness as shades of gray.

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Eye Rays

As an action, you can target a creature you can see within 60 feet of you with an eye ray. The ability save DC equals 8 + your proficiency bonus + your Intelligence/Wisdom/Charisma modifier (your choice).

When you use this ability, roll a d6 to randomly determine, which ray is being shot. The number rolled corresponds to the number in front of the listed eye ray options. You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by the beholdling for 1 minute, or until the creature is harmed.

2. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Slowing Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Telekinetic Ray. The targeted creature must succeed on a Strength saving throw or the beholdling moves it up to 10 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholdling's next turn or until the beholdling is incapacitated.

5. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ray has no effect on constructs and undead.

6. Disintegration Ray. The targeted creature must succeed on a Dexterity saving throw or take a number of d8 equal to your proficiency modifier as force damage.

Languages

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

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