Beholder-Born
Beholder-Borns are a race that is descended from a beholder. They take on the qualities of a beholder such as their eye stalks and skin color. A beholder-born can be born into any race of family as the genes are passed through generations as recessive so it needs certain requirements to be born as a beholder-born.
Basic Information
Anatomy
Size: Medium
Speed: 30ft walk
Eye Stalk: You gain eye stalks equal to your level, and each eye grants a +1 bonus to passive perception.
Dreamless Haze: You are immune to magical sleep effects. When a creature targets you with a spell or effect that would put you to sleep or induce a dream, you can use your reaction to attempt to reflect that sleep back. Roll a d10 and subtract the result from the spell's save DC or attack roll.
Eye Ray: As an action, you can unleash an eye ray towards a target within 60 feet. Roll a d11 to determine the effect. Wisdom, Intelligence, or Charisma is your DC for the following effects (choose when you select this race). You can use this feature equal to your Proficiency modifier, and regain all useages on a long rest.
Beholder Spells: You know the Blade Ward cantrip.
When you reach 3rd level, you can cast the Chromatic Orb spell once with this trait; you regain the ability to cast it when you finish a long rest.
When you reach 5th level, you can also cast the Barkskin spell once per day with this trait.
When you reach 14th level, you can also cast the Antimagic Field spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Wisdom, Intelligence, or Charisma is your spellcasting ability for these spells.
Eye Rays
Roll a d11 to determine the following effect:
Eye Ray | Effect |
---|---|
Charm Ray | The target must succeed on a Wisdom saving throw or be charmed for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. |
Paralyzing Ray | The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target. |
Fear Ray | The target must succeed on a Wisdom saving throw or be frightened for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. |
Petrification Ray | The target must succeed on a Dexterity saving throw or be restrained, and at the end of its next turn, the target must repeat the saving throw. On a failure, the target is petrified for 1 minute. |
Telekinetic Ray | The target must succeed on a Strength saving throw or be moved up to 30 feet in any direction of your choice. |
Enervation Ray | The target must succeed on a Constitution saving throw or take necrotic damage equal to your level plus your constitution modifier. |
Sleep Ray | The target 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. This ray has no effect on constructs and undead. |
Disintegration Ray | The target must succeed on a Dexterity saving throw or take force damage equal to your level plus Constitution modifier. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a 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. |
Slowing Ray | The target must succeed on a Dexterity saving throw or have its speed 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. |
Death Ray | The target must succeed on a Dexterity saving throw or take radiant damage equal to your level plus Constitution modifier. The target dies if the ray reduces it to 0 hit points. |
Silencing Ray | The target must succeed a Dexterity saving throw or be silenced for 1 minute. While silenced, casting a spell that includes a verbal component is impossible. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
Monstrous Evolution:
Beholder-Born will gain evolutions from killing a creature with a spell.
Locations; Beholder-Born can appear anywhere as they can be born into any race of family.
Ability Score Options;
- Wis +2; Int +1; Cha +1; Str -1
- Any +1; Any +2
- Any +1; Any +1; Any +1
Lifespan
Beholder-Borns mature a month after birth and they live up to 500-800 years.
Average Height
Between 4ft and 7ft tall
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