Beholder
Beholder
C
REATURES OF IMMENSE POWER AND MALICE, BEHOLDERS RULE THROUGH FEAR, THEIR MANY EYES AND DEADLY RAYS
making them terrifying adversaries.
Beholder (Race)
Beholders are aberrations from the farthest reaches of the multiverse, their floating, spherical bodies and
numerous eyes make them creatures of both awe and terror.
Ability
Ability Score
Score Increase
Increase
Constitution +2, Charisma +1
Age
Age
Beholders do not age in the traditional sense. They remain viable for centuries unless destroyed by an external force.
Alignment
Alignment
Beholders tend toward chaotic evil, believing themselves superior to all other creatures, often driven by paranoia and a
desire to dominate.
Size
Size
Beholders are Large creatures, typically measuring 10 feet in diameter.
Speed
Speed
Your base walking speed is 0 feet, but you have a fly speed of 30 feet.
Darkvision
Darkvision
You can see in darkness as though it were dim light within 120 feet. You see in shades of gray.
Eye
Eye Rays
Rays
You have 10 different eye rays, which you can use to attack creatures. On your turn, you can use your action to fire one
of the rays. Roll a d10 to determine which ray you fire, as detailed below:
1: Charm Ray - The target must make a Wisdom saving throw or be charmed by you for 1 minute.
2: Fear Ray - The target must make a Wisdom saving throw or become frightened for 1 minute.
3: Paralyzing Ray - The target must make a Constitution saving throw or be paralyzed for 1 minute.
4: Sleep Ray - The target must make a Constitution saving throw or fall unconscious for 1 minute.
5: Disintegration Ray - The target must make a Dexterity saving throw or take 4d10 force damage, or half as much
on a successful save.
6: Telekinetic Ray - The target must make a Strength saving throw or be moved 30 feet in any direction of your
choosing.
7: Petrification Ray - The target must make a Constitution saving throw or be turned to stone for 1 minute.
8: Death Ray - The target must make a Constitution saving throw or take 8d10 necrotic damage, or half as much on
a successful save.
9: Antimagic Ray - The target must make a Constitution saving throw or lose the ability to cast magic for 1 minute.
10: Disabling Ray - The target must make a Dexterity saving throw or suffer disadvantage on all attacks until the
start of your next turn.
You can use a ray once per short or long rest.
Antimagic
Antimagic Cone
Cone
As an action, you can emit a cone of magical nullification from your central eye. All magic within a 30-foot cone is
suppressed, including spells, magical items, and other magical effects. You can use this ability once per long rest.
Languages
Languages
You can speak, read, and write Deep Speech and Undercommon.
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Beholder
Beholder Class
Class
M
ASTERS OF THE MIND AND WIELDERS OF DEVASTATING POWERS, BEHOLDERS RULE THROUGH INTIMIDATION AND
manipulation.
Hit Points
Hit Dice: 1d8 per Beholder level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Beholder level
Proficiencies
Armor: None
Weapons: None (Your eye rays replace weapon attacks)
Saving Throws: Constitution, Charisma
Skills: Choose two: Intimidation, Perception, Arcana, Insight, Stealth, Deception
Equipment
None (Your eye rays serve as your primary source of offense).
Beholder Features
Eye
Eye Ray
Ray Mastery
Mastery (1st
(1st Level)
Level)
You are capable of using your Eye Rays with greater precision. You can use the ray feature twice per short rest and
have advantage on attack rolls with your eye rays.
Mind
Mind Over
Over Matter
Matter (2nd
(2nd Level)
Level)
Your control over your own mind and others becomes more refined. You gain advantage on saving throws against
effects that would charm or frighten you.
Anti-Magic
Anti-Magic Aura
Aura (3rd
(3rd Level)
Level)
Once per long rest, you can generate an aura of antimagic around yourself for 1 minute. During this time, any magic
within 15 feet of you is suppressed, and creatures cannot cast spells within this area.
Terrifying
Terrifying Presence
Presence (6th
(6th Level)
Level)
As an action, you can unleash a powerful mental scream. All creatures within 30 feet must make a Wisdom saving
throw or become frightened for 1 minute. Once a creature successfully saves, they are immune to this effect for 24
hours. You can use this feature once per long rest.
Conqueror
Conqueror of
of Minds
Minds (10th
(10th Level)
Level)
You gain the ability to dominate the will of others. You can cast Dominate Monster once per long rest, using Charisma
as your spellcasting ability.
Beholder’s
Beholder’s Eye
Eye (14th
(14th Level)
Level)
Your central eye becomes a conduit of pure, devastating power. As an action, you can unleash an Antimagic Cone from
your central eye. In addition, you can now use your Eye Rays as a bonus action once per turn.
Supreme
Supreme Dominance
Dominance (18th
(18th Level)
Level)
You gain the ability to use your Antimagic Cone for up to 1 minute per long rest. During this time, you can suppress
any magic within a 90-foot cone. In addition, when you hit a creature with your Eye Rays, you deal double damage.
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