![]() On a failure, the creature is petrified until freed by the greater restoration spell or other magic. It mu st 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. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. If the target is a Large or smaller non magical 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. 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. You 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 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the your next turn. If the target is a creature, it must succeed on a DC 16 Strength saving throw or you move it up to 30 feet in any direction. 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 Constitution saving throw or be paralyzed for 1 minute. The targeted creature mu st 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. 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. This ray has no effect on constructs and undead. Its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in. A beholder’s spheroid body is covered in chitinous plates, scales, or leathery flesh. The target awakens if it takes damage or another creature takes an action to wake it. Beholder 5e - the Eye Tyrant 'One glance at a beholder1 is enough to assess its foul and otherworldly nature. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. 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 Wisdom saving throw or be charmed by you for 1 hour, or until the you harm the creature. The eye regains 1d4 charges every day at dawn. The effect of the ray is determined by which variety of the eye you have. Ten varieties of this eye exist, corresponding with and having rarity according to the ten different eye stalks of a beholder. The eye has 4 charges and as an action, you can spend a charge to fire a ray from the eye. The spectator magically creates enough food and water to sustain itself for 24 hours.This ornate medallion is set with the eye of a beholder. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.Ĭreate Food and Water. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. The target must succeed on a DC 13 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 target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. If the target can’t attack, it does nothing on its turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. It can use each ray only once on a turn.Ĭonfusion Ray. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. Hit: 2 (1d6 − 1) piercing damage.Įye Rays. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Monstrous Compendium Vol 3: Minecraft Creaturesīite.
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