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Beholder 5e stat block
Beholder 5e stat block












If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

beholder 5e stat block

If the target is a Large or smaller nonmagical 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. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.ĭisintegration Ray. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Įnervation Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. Knowledge (dungeoneering) +18, Perception +26, Stealth +16, Beholder Subtype: Beholders are subterranean evil aberrations. 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 targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. This is the equivalent of a 9th-level spell. A beholder can resist this effect with a successful DC 27 Will saving throw. On a success, the zombie drops to 1 hit point instead. Command Beholder (Sp): A hive mother can use dominate monster at will as a spell-like ability (caster level 20th), but only against beholders and beholderkin. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. Helm, Weapons: Chomper, Wrecking Ball, 2 Harpoon Flingers.

beholder 5e stat block

Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. The mind flayer magically emits psychic energy in a 60-foot cone. A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft.














Beholder 5e stat block