If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.ĭisintegration Ray. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Įnervation Ray. The targeted creature must succeed on a DC 14 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.įear Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. On a success, the zombie drops to 1 hit point instead. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. The beholder uses one random eye ray.Undead Fortitude. The beholder regains spent legendary actions at the start of its turn.Įye Ray. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The beholder can take 3 legendary actions, choosing from the options below. The target dies if the ray reduces it to 0 hit points. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.ĭeath Ray. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.ĭisintegration Ray. It must repeat the saving throw at the end of its next turn. On a failed save, the creature begins to turn to stone and is restrained. The targeted creature must make a DC 16 Dexterity saving throw. This ray has no effect on constructs and undead. The target awakens if it takes damage or another creature takes an action to wake it. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Įnervation Ray. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. On a failed save, the target’s speed is halved for 1 minute. The targeted creature must succeed on a DC 16 Dexterity saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The area works against the beholder’s own eye rays. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone.
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