Creatures can resist the effect with a successful Will save.įeather Fall (Sp): The death tyrant's natural buoyancy grants it a permanent featherfall effect with personal range.įlight (Ex): A death tyrant's body retains its natural buoyancy, allowing it to fly as the spell, as a free action, at a speed of 15 feet. Telekinesis: The beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. The target must succeed at a Will save to resist. Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. Slow: This works like the spell, except that it affects one creature. Inflict Moderate Wounds: This works just like the spell, dealing 2d8+10 points of damage, or half that amount with a successful Will save. A target who makes a successful saving throw still takes 3d6+13 points of damage.įlesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. The target must succeed at a Will save or be affected as though by the spell.įinger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. ![]() All rays have a range of 170 feet and a save DC of 18.Ĭharm Monster: The target must succeed at a Will save or be affected as though by the spell.Ĭharm Person: The target must succeed at a Will save or be affected as though by the spell.ĭisintegrate: The target must succeed at a Fortitude save or affected as though by the spell.įear: This works like the spell, except that it targets one creature. A death tyrant can tilt and pan its body each round to change which rays it brings to bear in an arc.Įach eye's effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray (see Aiming a Spell, page 148 of the Player's Handbook). The remaining eyes must aim at targets in other arcs or not at all. During a round, it can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The creature can easily aim all its eyes upward, but its body tends to get in the way when it tries to aim the rays in other directions. Typically, a given death tyrant has lost the use of 1d4+1 of these eyes, selected randomly.Įach of the surviving small eyes can produce a magical ray once per round, even when the death tyrant is attacking physically or moving at full speed. The creature can deactivate the cone by shutting its central eye.) Note that a death tyrant can bite only those creatures directly in front of it.Įye Rays (Su): in life, a death tyrant had ten small eyes on stalks atop its body, each with its own supernatural power, plus a large central eye. Once each round, during its turn, it decides which way it will face, and whether the antimagic cone is active or not. All magical and supernatural powers and effects within the cone are suppressed - even the death tyrant's own eye rays. This cone functions just like antimagic field cast by a 13th-level sorcerer. Opponents gain no flanking bonuses when attacking it.Īntimagic Cone (Su): Unless it has lost the use of its central eye (see below), a death tyrant continually produces a 170-foot antimagic cone extending straight ahead from its front. Special Qualities: antimagic cone, flight, single actions only, +2 turn resistance, undead traitsĪdvancement: 12-16 HD (Large) 17-33 HD (Huge)Ĭlimate/Terrain: Any land and undergroundĪll-Around Vision (Ex): A death tyrant's many eyes give it a +4 racial bonus to Search and Spot checks. Special Attacks/Actions: Eye rays +4 ranged touchĪbilities: Str 10, Dex 10, Con -, Int -, Wis 15, Cha 17 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.Initiative: +0 Senses: all-around vision and Spot +6ĪC: 20 (-1 size, +11 natural), touch 9, flat-footed 20 ![]() One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.Īn eye opens on a solid surface within 60 feet of the beholder. Each creature 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. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. ![]() On 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.
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