If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30ft in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. ![]() Telekinetic Ray If the creature is a creature, it must succeed on a DC 16 Str save or the beholder moves it up to 30ft in any direction. Enervation Ray The targeted creature must make a DC 16 Con save, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.Ħ. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.ĥ. In addition, the creature can't take reactions, and it can take either an action or a bonus action on it's turn, not both. On a failed save, the target's speed is halved for 1 minute. Slowing Ray The targeted creature must succeed on a DC 16 Dex save. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.Ĥ. Fear Ray The targeted creature must succeed on a DC 16 Wis save or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.ģ. Paralyzing Ray The targeted creature must succeed on a DC 16 Con save or be paralyzed for 1 minute. Charm Ray The targeted creature must succeed on a DC 16 Wis save or be charmed by the beholder for 1 hour, or until the beholder harms the creatureĢ. The area worksīite Melee weapn attack: +5 1d20+5 4d6 Damage: 4d6Įye Rays The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet. The cone faces and whether the cone is active. The start of each of its turns, the beholder decides which way If you are experiencing any other issues, please let us know on the Roll20 Help Center.ĭUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.Antimagic cone: The beholder's central eye creates an area ofĪntimagic, as in the anti magic field spell, in a 150-foot cone. You can access all the creatures and information from the Monster Manual in and out of the game.Īll 5e Open Game License content on Roll20 uses the D&D 5E by Roll20 character sheet. Easily search up creature lore and stat blocks in or out of the Roll20 Virtual Tabletop. ![]() Drag & Drop 21 nonplayer characters and 101 animals, vermin, and critters, from the all-powerful archmage to the beloved giant ape.Engage in combat with 300 pre-made tokens featuring dynamic artwork from Wizards of the Coast.Roll to hit in one click as an owlbear’s claws carve into armor or a goblin fires an arrow.Drag & Drop 300 classic monsters onto a battlemap to instantly clash with the characters, including fan-favorites like the mimic and gelatinous cube.The monsters contained herein are culled from the D&D game’s illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination. The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders-a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures. A menagerie of deadly monsters for the world’s greatest roleplaying game.
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