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Beholder 5e
Beholder 5e













beholder 5e

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.ĥ. In addition, the creature can't take reactions, and it can take either an action or a bonus action on it's turn, not both. On a failed save, the target's speed is halved for 1 minute.

beholder 5e

Slowing Ray The targeted creature must succeed on a DC 16 Dex save. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.Ĥ.

beholder 5e

Fear Ray The targeted creature must succeed on a DC 16 Wis save 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 a success.ģ. Paralyzing Ray The targeted creature must succeed on a DC 16 Con save or be paralyzed for 1 minute. Charm Ray The targeted creature must succeed on a DC 16 Wis save or be charmed by the beholder for 1 hour, or until the beholder harms the creatureĢ. The area worksīite Melee weapn attack: +5 1d20+5 4d6 Damage: 4d6Įye Rays 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. The cone faces and whether the cone is active. The start of each of its turns, the beholder decides which way Antimagic cone: The beholder's central eye creates an area ofĪntimagic, as in the anti magic field spell, in a 150-foot cone.















Beholder 5e