Beholder stats 5e9/28/2023 ![]() ![]() The onlooker is a parasitic beholder that is driven by a never ending desire to create more beholders. That beholder has nightmares of loneliness, and when it wakes from its trance, an onlooker emerges. Qrr'zarq, a mind flayer who worked in Xanathar's Thieves' Guild in the late 15 th century DR, had plans to turn the Xanathar into a mindwitness. The onlooker is a unique beholder-kin, born of a beholder that’s actually terrified of being alone. Normally dwelling underground, mindwitnesses could be encountered as solitary creatures, in pairs, or in groups as large as six. They were known to ally with flumphs and other telepathic beings such as demons. As part of the ceremorphosis process, mindwitnesses were imprinted with absolute devotion and submission to commands, so if separated from its mind flayer masters, a mindwitness would seek out other creatures to serve. The main purpose of mindwitnesses within illithid colonies was to improve and accelerate telepathic communication, since mindwitnesses were capable of maintaining a telepathic link with up to seven other creatures simultaneously. Īfter stunning or otherwise befuddling its target, a mindwitness would then attempt to attach all its tentacles to its opponent's head so as to extract its brain, instantly killing it (barring creatures with multiple heads, such as ettins and hydras). If forced into melee combat, a mindwitness was able to resort to attacking physically with its tentacles. ![]() In addition to the abilities granted it by its eyes, a mindwitness was also able to use the following psionic spells: charm monster, detect thoughts, levitate, and suggestion. Like a normal beholder, each eye had a different power, namely: charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, and telekinesis. ![]() Ī mindwitness would typically begin by unleashing a mind blast on its opponent, then follow up with eye rays from its ten stalked eyes. In combat, a mindwitness behaved, unsurprisingly, much like a combination of mind flayer and beholder using both the flight and eye rays of a beholder, and the illithid's fearsome psionic and brain extraction abilities. Ī mindwitness was able to communicate telepathically with any creature that had a language, and was itself able to speak both its own language and Common. Mindwitnesses also had an innate resistance to spells and were able to project an antimagic field in a cone in front of them. Its many eyes granted it 360 degree vision, preventing it from being flanked and making it generally very difficult to avoid being spotted by one. Ī mindwitness's body was, like that of a beholder, naturally buoyant, allowing it to fly and granting it effects much like that of a feather fall spell. His chitinous hide was colored a dark blue-gray and shaded to a dull yellow-orange. Xanathar resembled a typical beholder, having a large spherical body some 4.5 feet (1.4 meters) in diameter, with ten eyestalks and a large central eye, above a wide fang-filled mouth. However, a mindwitness's mind flayer influence made an already horrifying creature arguably even more so its fanged mouth was replaced with one more akin to that of a lamprey, and this maw was surrounded by four large octopus-like tentacles. Xanathar was a beholder of the mid14th century DR and the founding crime lord of the Xanathar Thieves' Guild in Waterdeep. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.A mindwitness greatly resembled its beholder "parent" an orb-shaped being 6 feet (1.8 meters) in diameter, with a large central eye on its body, and ten smaller eyes on stalks emerging from the top. If the target is a Tiny object that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.Ĥ- Telekinetic Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.ģ- Frost Ray. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.Ģ- Fear Ray. 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 gazer shoots two of the following magical eye rays at random (roll two d4s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:ġ- Dazing Ray. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ![]()
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