In the mid-to-late 14 th century DR, several evil spellcasters-including the phaerimm, the beholder mages of Ooltul, and a number of evil wizards-devised similar methods at the same time for creating mutated gazers. This was easier to do if the spellcaster was a bully, who made constant use of his powers in an oppressive matter. They could also bond with spellcasters of other races but were very hard to magically control or tame. They might also create small holes within their lairs to make it easier for the gazers to move around. Society īeholders found the antics of gazers amusing and would often keep them as pets. Wild gazers made use of their ray of frost to hunt. Vestiges of the gazer's psyche had some influence on the receiver of this surgery. This was done to turn said creature into an ocular adept, the only divine casters of the Great Mother who weren't beholders themselves. The process killed the gazer, in a sense. A gazer's eye could be transplanted into a humanoid by a beholder surgeon. They could also be created via a magical process by beholder mages (although the process could be mimicked by others). Ecology Ī gazer was "born" out of a beholder's feverish dreams, in which its perception of scale and perspective was warped by its delirium. Gazers also had the ability to mimic any speech they heard, repeating it in a high pitched tone. Eyeballs working as familiars could have one of their rays converted into a spell ray, capable of delivering touch spells as rays. Beholders were capable of seeing out of the creatures' eyes and would sometimes give them to spellcasters for their own nefarious purposes. When working in a pack, some would keep enemies distracted with daze rays, while others shot at targets with frost rays. They lacked a central eye ability and could only fire two beams at once. The four eyestalks of gazers could cause effects similar to the spells cause fear, daze, mage hand, and ray of frost. On the rare occasion gazers worked together in a pack, they would team up against larger creatures, and become much more dangerous. Larger creatures who entered their territory were pestered and bothered until they left, although they would flee if challenged. Wild gazers, after losing or being driven off by their creators, were territorial nuisances who hunted for small game in their area. They preyed on and bullied any creature weaker than them. They could not be tamed by other people and would violently fling people away who tried to touch them. They were not violent towards each other and were capable of cooperation. Gazers would follow their creators around like aggressive puppies, stalking their lairs looking for vermin to kill. They dwell in twilight groves and misty forests. Fey are magical creatures closely tied to the forces of nature. Other elemental creatures include azers, and invisible stalkers. They possessed only four eyestalks rather than ten, and were only 8 inches (20 centimeters) across. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. DIES if reduced to HP:0.Gazers resembled the beholder who had dreamed them into being with only minor differences. Large/smaller NONMAGICAL object/magical force is disintegrated in 10ft cube.ĭeath Ray: DC16 Dex, 55 (10d10) necrotic damage. Creature becomes dust if reduced to HP:0. GREATER RESTORATION/other magic ends this effect.ĭisintegration Ray: DC16 Dex, 45 (10d8) Force damage. Repeat save at END of next turn or become Petrified. Petrification Ray: DC16 Dex, creature is restrained. Awakens if damaged/Creature uses action to wake target. Sleep Ray: DC16 Wis., fall asleep for 1min. Object weighing 300 pounds or less moves 30ft in any direction. Telekinetic Ray: DC16 Str, moved 30ft in any direction and restrained until START of BEHOLDERS next turn. Slowing Ray: DC16 Dex, Half Speed, no reactions, must take action OR bonus action not both, 1min/Repeat save at END of each turn.Įnervation Ray: DC16 Con, 36 (8d8) necrotic/save for half damage. Paralyzing Ray: DC16 Con, Paralyzed 1min/Repeat save at END of each of its turns.įear Ray: DC16 Wis, Frightened for 1min/Repeat save at END of each turn. Beholder Eye-Ray Tables Standard Beholder d10Ĭharm Ray: DC16 Wis, Charmed 1hour/Until harmed
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