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# Sasuko-y-Saso, Beholder-Kin
**Armor Class** 15 (natural armor)
**Hit Points** 60 (11d8 + 11)
**Speed** 0 ft., fly 30 ft. (hover)
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.
**Stats** Str 8 (-1), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 15 (+2), Cha 14 (+2)
**Saving Throws** Str +2, Dex +5, Con +4, Int +6, Wis +5, Cha +5
**Skills** Perception +8
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
## Traits
Sasuko gets two actions per turn, and can also aim his antimagic cone (no action cost for aiming cone).
**Antimagic Cone.** The central eye creates a 90-foot cone of antimagic. At the start of each of its turns, the beholder-kin decides which way the cone faces and whether the cone is active. The area works against the beholder-kin's own eye rays.
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.
## Actions
Action: Bite: +5 to hit, reach 5 ft., one target. 2d6 + 2 piercing damage.
**Bite.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage.
**Eye Rays.** The beholder-kin shoots two of the following magical eye rays. Range on all rays is 90ft.
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.
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.
3. **Enervation Ray.** The target must make a DC 14 Constitution saving throw, taking 18 (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.
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.
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.
5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one.
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.
6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."