![]() ![]() When consumed, you can mimic animal sounds and humanoid voices for one hour. Charisma is your spellcasting ability for these cantrips. You know the dancing lights and minor illusion cantrips, but only when you are holding onto the hand. If poured on a Medium or smaller creature that has been petrified by being turned to stone, they are cured of the petrified condition. When used in this way, the target of the spell has disadvantage on their saving throw against the spell’s effects. It can also be used as an additional material component when casting the spell flesh to stone. You remain petrified until freed by the greater restoration spell or similar magic. When consumed, you must succeed on a DC 12 Constitution saving throw or become petrified as you are turned to stone. ![]() With this supplement, these brave adventurers will be able to craft the hide, teeth, and claws of their enemies into dangerous weapons and equipment that is sure to mark them as legendary heroes of the realm. This supplement provides individual loot for each monster in the Monster Manual, as well as a basic crafting and harvesting system that works well with 5th Edition Dungeons & Dragons. If the beholder dies, these effects fade over the course of 1d10 days.When brave adventurers face the dangers of the world, they want something to show for it. These effects apply only to natural surfaces and to non-magical objects that aren’t on anyone’s person. Mark’s on cave walls might change subtly, an eerie trinket might appear where none exister before, harmless slime might coat a statue, and so on. When the beholder sleeps, minor warps in reality vanish 24 hours later. Regional EffectsĪ region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:Ĭreatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t. 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. One random eye ray of the beholders shoots from that eye at a target of the beholder’s choice that it can see. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next.Įach creatures 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.Įscaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.Īn eye opens on a solid surface within 60 feet of the beholder. One 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. Melee Weapon Attack: +5 to hit, reach 5ft., one target. 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 of it: Legendary Actionsīite. Actions:īite: Melee Weapon Attack: +5 to hit, reach 5ft., one target. The area works against the beholder’s own eye rays. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone.Īt the start of each of its turns, the beholders decides which way the cone face and whether the cone is active. Senses: Darkvision 120ft., passive perception 22Ĭhallenge: 13 or 14 when encountered in lair Traits:Īntimagic Cone. Large Aberration: Lawful Evil Armor Class: 18 (natural armor) Hit Points: 180 (19d 10 + 76) Speed: 0ft., fly 20ft., (hover) In this post we have shortly discuss their intresting points and QnA is given below: ![]() Their Hit Points, Speed, Skills, Language challenge are so amazing. ![]()
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