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 beholder shoots from that eye at a target of the beholder's choice that it can see. Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 0 ft., fly 20 ft. 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. Beholder Zombie Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 0 ft., fly 20 ft. 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. 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. Pump-kins are mischievous and love to scare others. Pump-kins reach adulthood by 2 years old and can live up to see around a century. Your Constitution score increases by 2 and your Charisma increases by 1. When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. A tall, lanky race of terrifying, pumpkin-headed humanoids born from an unjust end.
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