The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row. One random eye ray of the beholders shoots from that eye at a target of the beholder’s choice that it can see. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next.Įach creatures of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled.Įscaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.Īn eye opens on a solid surface within 60 feet of the beholder. One initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:Ī 50-foot-square area of ground within 120 feet of the beholder becomes slimy that area is difficult terrain until initiative count 20 on the next round. When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:īite: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Actions:īite: Melee Weapon Attack: +5 to hit, reach 5ft., one target. The area works against the beholder’s own eye rays. Senses: Darkvision 120ft., passive perception 22Ĭhallenge: 13 or 14 when encountered in lair.Īntimagic Cone: The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone.Īt the start of each of its turns, the beholders decides which way the cone face and whether the cone is active. Its Hit Points, Speed, Skills, Language challenge are so amazing, and we have covered everything So scroll down to read. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.Beholder is one of all Monsters available for Dungeons And Dragons 5th Edition. The daelkyr Belashyrra made these crowns. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you. The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. The crown regains 1d6 + 3 expended charges daily at dawn. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): Charm Person (1 charge), Disintegrate (6 charges), Fear (3 charges), Finger of Death (7 charges), Flesh to Stone (6 charges), Hold Person (2 charges), Ray of Enfeeblement (2 charges), Sleep (1 charge), Slow (3 charges), Telekinesis (5 charges). While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull. This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. Wondrous item, legendary (requires attunement) Source: Eberron - Rising from the Last War
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