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jdnd/people/Sasuko-y-Saso.md

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# Sasuko-y-Saso, Beholder-Kin
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Sasuko-y-Saso is a beholder-kin: a mutated form of beholder. Sasuko is considerably
weaker than a true beholder, but he does have quite a few of the same abilities.
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AC18 (natural armor)
HP: 90
Speed: Fly 20ft
Stats: Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
Saves: Str +2, Dex +5, Con +4, Int +8, Wis +7, Cha +8
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Sasuko gets two actions per turn, and can also aim his antimagic cone (no action cost for aiming cone).
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Antimagic Cone: Central eye creates a 60-foot cone of antimagic, with a 45-degree arc. At the start of each of its turns, the beholder-kin decides which way the cone faces and whether the cone is active. The antimagic cone will also neutralize sasukos's own eye rays.
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Action: Bite: +5 to hit, reach 5 ft., one target. 2d6 + 2 piercing damage.
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Action: Eye ray: If you decide to fire a ray, roll randomly to decide which ray (use D6). Sasuko cannot fire same eye twice in one turn (reroll as necessary). *After* randomly choosing a ray, you can *intelligently* choose who or what to target with the ray. Range is 90ft.
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1. **Telekinetic Ray.** The target must succeed on a DC 14 Strength saving throw or be moved up to 30 feet in any direction. The beholder-kin can also target an object weighing up to 300 pounds that isn't being worn or carried.
2. **Slow Ray.** The target must succeed on a DC 14 Wisdom saving throw or have its speed halved and disadvantage on Dexterity saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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3. **Necrosis Ray.** The target must make a DC 14 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points.
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4. **Blinding Ray.** The target must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much on a successful one.
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6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."