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Beholder

T
he beholders are engaged in a xenophobic civil At the start of each of your turns, you decide which way the
war of genetic purity. There are a large number cone faces and whether the cone is active. The area works
of variations in the beholder race with some against your own eye rays. This ability can be used for 5
sub-races having smooth hides and others rounds per hit die. A short rest recovers 1 use per hit die and
chitinous plates. Other noticeable differences a long rest recovers all uses.
include snakelike eyestalks or crustacean-like
eyestalk joints. Some variations seem minor
such as variations in the size of the central eye or differences The Beholder
in skin colour. Each beholder nation believes itself to be the
true beholder race and sees other beholders as ugly copies Natural Bite
that must be destroyed. Level Features Armor Attack

Beholders in spelljamming settings use a large number of 1st Eye Ray +1 1d6
different ship designs, each unique to a particular beholder or 2nd Eye Ray +1 1d6
beholder cult. Some of these ships feature a piercing ram but 3rd Ability Score Improvement, +2 2d6
others have no weaponry. All beholder ships allow a circuit of Eye Ray
beholders to focus their eye stalks into a beam of magical
energy. These ships are powered and navigated by the orbus 4th Eye Ray +3 2d6
(plural "orbii") race of beholders, who are stunted, albino, and 5th Eye Ray +4 3d6
very weak in combat. Hive Mothers are even rarer than elder 6th Ability Score Improvement, +4 3d6
orbs. Eye Ray
Although their name implies a feminine gender, these 7th Eye Ray +5 3d6
beholders are as gender-neutral as typical members of their 8th Eye Ray +6 4d6
species. Their name stems more from the fact that they have
the ability to magically dominate other beholders. 9th Ability Score Improvement +7 4d6
Ability Score Increase. Your Constitution increases by 2, 10th Eye Ray, Evolution +8 4d6
and your Dexterity, Intelligence, Wisdom, and Charisma
increase by 1 each.
Age. Beholders mature at a much slower rate than
humans, considered young until they reach the age of 75. On
average, they live about 500 years.
Alignment. As a race, Beholders tend toward evil, however Class Features
among the many beholder factions, there are some where As a Beholder, you gain the following class features
neutrality is the norm.
Size. Beholders are heavier and bulkier than humans, Hit Points
often well over 8 feet in diameter and averaging almost 500 Hit Dice: 1d10 per Beholder racial level
pounds. Your size is Large. Hit Points at 1st Level: 10 + your Constitution modifier
Racial Type. Your racial type is Aberration. This means Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
that you cannot be affected by spells which target humanoids modifier per Beholder racial level after 1st
(such as Hold Person), but that you are also suceptable to
spells which target monsters (such as Dominate Monster). Proficiencies
Speed. Your base walking speed is 0ft, and your base flying Armor: Beholder specific armor
speed is 20ft (hover). Weapons: None
Languages. You can speak, read, and write Common and Tools: None
Deep Speech. Saving Throws: Intelligence, Charisma
Darkvision. You possess darkvision to a range of 120 feet. Skills: Choose two from Arcana, Religion, Survival,
Large Target Medicine, Intimidation
Because of your large size, your armor class is reduced by 1. Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
Anti-Magic Cone
Your central eye creates an area of anti-magic, as in the anti- A Ring of Protection +1
magic field spell, in a 150-foot cone. This effect however only
works on spells up to your level minus 1. This means that at
first level the cone is one effective against cantrips.

Races | Beholder
Natural Armor Class Slowing Ray (level 3)
Beholders possess a natural class due to having a a thick, The targeted creature must succeed on a Dexterity saving
leathery skin, sometimes accompanied by chitinous plates. throw. On a failed save, the target's speed is halved for 1
This bonus applies both when not wearing armor or when minute. In addition, the creature can't take reactions, and it
wearing armor which has been specifically crafted for can take either an action or a bonus action on its turn, not
beholders, and is detailed in the class table above. both. The creature can repeat the saving throw at the end of
each of its turns, ending the effect 0n itself on a success.
(Usable at will, Concentration to maintain).
Ability Score Improvement
At 3rd level, and again at 6th and 9th level, your Constitution Telekinetic Ray (level 5)
Increases by 1 and you can increase any other score except If the target is a creature, it must succeed on a Strength
Strength by 1 as well. saving throw or the beholder moves it up to 30 feet in any
direction. It is restrained by the ray's telekinetic grip until the
Natural Attack start of the beholder's next turn or until the beholder is
incapacitated. If the target is an object weighing 300 pounds
You possess a natural bite attack which deals 1d6 Piercing or less that isn't being worn or carried, it is moved up to 30
damage and advances as your level increases as detailed in feet in any direction . The beholder can also exert fine control
the racial class chart. on objects with this ray, such as manipulating a simple tool or
opening a door or a container. (Usable at will, Concentration
Eye Rays to maintain).
The beholder is able to shoot magical eye rays. Targets must
be visible to the Beholder and within 120 feet of it. Using a Paralyzing Ray (level 5)
ray is considered a ranged attack action and even with The targeted creature must succeed on a Constitution saving
multiple attacks available no ray can be used more than once throw or be paralyzed for 1 minute. The target can repeat the
in the same round. saving throw at the end of each of its turns, ending the effect
Charisma is your spell casting ability score for the purpose on itself on a success. (Usable at will, Concentration to
of determining spell DC's. The level listed for each ray is the maintain).
level of the spell in regards to being affected by your anti-
magic cone. Enervation Ray (level 6)
At 1st level, and again at 2nd, 3rd, 4th, and 5th level choose The targeted creature must make a Constitution saving
one beam from list (a). Then at 6th level, 7th, 8th and 9th level throw, taking 36 (8d8) necrotic damage on a failed save, or
choose one beam from list (a) or from list (b). half as much damage on a successful one.
List a - Charm Ray, Sleep Ray, Fear Ray, Slowing Ray, Petrification Ray (level 6)
Telekinetic Ray, Paralyzing Ray The targeted creature must make a Dexterity saving throw.
List b - Enervation Ray, Petrification Ray, Disintegration On a failed save, the creature begins to turn to stone and is
Ray, Death Ray restrained. It must repeat the saving throw at the end of its
next turn. On a success, the effect ends. On a failure, the
Charm Ray (level 1) creature is petrified until freed by the greater restoration
The targeted creature must succeed on a Wisdom saving spell or other magic. (Usable at will, Concentration to
throw or be charmed by the beholder for 1 hour, or until the maintain).
beholder harms the creature. (Concentration to maintain).
Disintegration Ray (level 8)
Sleep Ray (level 1) If the target is a creature, it must succeed on a Dexterity
The targeted creature must succeed on a Wisdom saving saving throw or take 10d8 force damage. If this damage
throw or fall asleep and remain unconscious for 1 minute. reduces the creature to 0 hit points, its body becomes a pile
The target awakens if it takes damage or another creature of fine grey dust. If the target is a Large or smaller non
takes an action to wake it. This ray has no effect on magical object or creation of magical force, it is disintegrated
constructs and undead. (Usable at will, Concentration to without a saving throw. If the target is a Huge or larger object
maintain). or creation of magical force, this ray disintegrates a 10-foot
cube of it. (Usable once, recharges on short rest).
Fear Ray (level 3)
The targeted creature must succeed on a Wisdom saving Death Ray (level 8)
throw or be frightened for 1 minute. The target can repeat The targeted creature must succeed on a Dexterity saving
the saving throw at the end of each of its turns, ending the throw or take 10d10 necrotic damage. The target dies if the
effect on itself on a success. (Usable at will, Concentration to ray reduces it to 0 hit points. (Usable once, recharges on long
maintain). rest).

Races | Beholder
Evolution
At 10th level, you must choose to either ascend to the rank of
Elder Orb, or to undertake an evolution into the form of a
Hive Mother.
An Elder Orb gains an additional increase of 2 points of
Constitution and 1 additional natural armor.
A Hive Mother gains no aditional ability points or armor,
but does gain the ability to cast Charm (as Charm Person)
or Dominate (as Dominate Monster) once per round as a
bonus action, with both abilities affecting only other
Beholders.
Racial Variant: Orbus
An Orbus Beholder is a stunted, albino version of the Beholder
race.
As an Orbus, you do not gain the standard beholders Ability
Score Increase or Ability Score Improvement. you instead gain
the ones listed below. You also gain 2 additional supernatural
abilities, as detailed before.
Ability Score Increase. Your Intelligence, Wisdom and Charis,a
increase by 2 each but your Strength, Dexterity and
Constitution decrease by 2 each.
Size. Orbus Beholders are smaller and weaker than other
beholders, often only 4 to 5 feet in diameter and averaging
under 300 pounds. Your size is Medium. Because of this, you
do not suffer the -1 Armor class from Large Target.
Ability Score Improvement
At 3rd level, and again at 6th and 9th level, you can increase
your choice of Intelligence, Wisdom or Charisma by 2 points,
or any 2 of these by 1 point each.

Pernatural Navigator
Beginning at 1st level, you always know where you are, and
have a perfect memory of any directions you have traveled,
even while unable to see or hear, so long as you are not
incapacitated.
This extends to sailing and even spelljammer navigation.
You are considered to have expertise in the Navigation skill,
advantage on all Navigation checks, and any roll of less than
10 (including a natural 1) is considered to be a 10.

The Orbii Defense


Beginning at 1st level, as a reaction to combat being
instigated, instead of rolling initiative you may instead teleport
to an Orbii Chamber within 1 mile with which you are familiar.

Races | Beholder

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