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===Stat Block:=== Orralax, The Ebon Eye (CR 16 Beholder, Master of Arcane Aberrations) Large aberration, lawful evil Armour Class 18 (natural armour) Hit Points 180 (19d10 + 76) Speed 0 ft., fly 20 ft. (hover) STR 10 (+0) | DEX 14 (+2) | CON 18 (+4) | INT 19 (+4) | WIS 17 (+3) | CHA 17 (+3) Saving Throws Int +8, Wis +7, Cha +7 Skills Arcana +12, Perception +12 Damage Resistances Force; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities Prone Senses Darkvision 120 ft., Passive Perception 22 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 16 (15,000 XP) Proficiency Bonus +5 Traits Antimagic Cone. Orralax’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Orralax decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Rays. Orralax shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet: #Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. #Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralysed 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. #Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the beholder is visible to the target, ending the effect on itself on a success. #Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. #Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. #Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. #Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. #Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. #Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine grey dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot-cube portion of it. #Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Legendary Actions Orralax can take 3 legendary actions, using the Eye Ray option below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Orralax regains spent legendary actions at the start of his turn. *Eye Ray. Orralax uses one random eye ray. Lair Actions On initiative count 20 (losing initiative ties), Orralax can take a lair action to cause one of the following effects: #A 50-foot square of the lair becomes warped, creating a twisted landscape of planar distortion. Any creature that starts its turn in the area must succeed on a DC 16 Dexterity saving throw or be teleported to another part of the lair chosen by Orralax. #Planar rifts briefly open in the lair, emitting aberrant energy. All creatures in a 20-foot-radius sphere centred on a point Orralax can see must make a DC 16 Constitution saving throw, taking 22 (4d10) psychic damage on a failed save or half as much on a successful one. #A zone of magical darkness expands in a 40-foot-radius sphere within the lair. Nonmagical light can’t illuminate the area, and creatures within are blinded. Orralax can see through this magical darkness. Magical Aura: Detect Magic reveals a strong transmutation and necromancy aura from Orralax’s eye rays and abilities. His presence distorts the Weave itself, appearing as a shifting, unstable force in the magical perception of others.
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