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Beholder 5e stat block
Beholder 5e stat block





beholder 5e stat block

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 23 Dexterity saving throw or take 91 (14d12) force damage. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.ĩ. 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.

beholder 5e stat block

The targeted creature must make a DC 23 Dexterity saving throw. This ray has no effect on constructs and undead.Ĩ. The target awakens if it takes damage or another creature takes an action to wake it. The targeted creature must succeed on a DC 23 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.ħ. If the target is an object weighing 600 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 beholder's next turn or until the beholder is incapacitated. If the target is a creature, it must succeed on a DC 23 Strength saving throw or the beholder moves it up to 30 feet in any direction. The targeted creature must make a DC 23 Constitution saving throw, taking 52 (8d12) necrotic damage on a failed save, or half as much damage on a successful one.Ħ. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.ĥ. 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 23 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.Ĥ. The targeted creature must succeed on a DC 23 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.ģ. The targeted creature must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 minute. The targeted creature must succeed on a DC 23 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.Ģ. The beholder god shoots a magical eye ray at random (reroll duplicates) from an eyestalk of its choosing, targeting one target it can see within 60 feet of the eyestalk.ġ. The affected area is difficult terrain.Įye Rays.

beholder 5e stat block

A prone creature takes 22 (4d10) acid damage and have their AC reduced by 1 as the saliva melts their armor. Any creature who is in the radius when the beholder god spits or who starts their turn there, must make a DC 23 Dexterity saving throw or fall prone. The beholder god spits out a glob of its slimy, acidic saliva at a point it can see within 120 feet, covering a 10 foot radius. Until this grapple ends, the target is restrained, and the beholder god can't use the same eyestalk to attack another target. If the target is a large or smaller creature, it is grappled (escape DC 20). The beholder god makes 5 attacks: two eyestalk wrap attacks and three eye ray attacks.Įyestalk Wrap. All attacks on eyestalks subtract from the beholder god's total HP. If a beholder god's eyestalk is reduced to zero hit points, the eyestalk is impaled and is no longer able to channel rays through it or use the eyestalk wrap attack. Each eyestalk has 60 hit points but shares all other statistics with the beholder god. The eyestalks may be attacked directly, by a creature within range. If the beholder god fails a saving throw, it can choose to succeed instead. The area works against the beholder's own eye rays. At the start of each of its turns, the beholder god decides which eyestalk the cone beams out of, which direction the cone faces, and whether the cone is active. The beholder god creates an area of antimagic, as in the antimagic field spell, in a 90-foot cone.

  • Languages Deep Speech, Undercommon, telepathy 120 ft.Īntimagic Cone.
  • Senses darkvision 120 ft., passive Perception 33.
  • Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned, prone, stunned.
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks, Poison.
  • Saving Throws Int +19, Wis +14, Cha +12.
  • Gargantuan Aberration (titan), Chaotic Evil







    Beholder 5e stat block