

Also, it may render any non-living matter in the cones area of effect invisible to itself, effectively allowing the voyeur to peer through walls. The Voyeur is considered to have True Seeing (caster level 11th) permanently in effect in this cone as per the spell. Revealing Gaze (Su): The Voyeurs central eye casts a beam in a 60 ft. Telekinesis: The target may be moved about as per the spell of the same name if it is no more than 200 pounds.Īll-Around Vision (Ex): The Voyeurs eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.įlight (Ex): A Voyeurs body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range. Paralysis: The target must succeed on a Fortitude Save or be paralyzed for 1d4+1 rounds.Ĭharm Person : The target must succeed on a Will saving throw or be affected as though by the spell of the same name.

The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The rays resemble spells cast by an 6th level caster and have a Save DC of 13 (Save DC is Charisma Based). They speak Beholder and Common.Įye Rays (Su): The Voyeur has 3 eyes on retractable stalks that it can use to fire rays up to 100 ft. Voyeurs are about 4' in diameter, and weigh about 185 pounds.
#BEHOLDER STATS ROLL 2 PLUS#
Plus their alignment makes them an embarrassment to the Beholder race in general. If their abilities didn't make them so useful the Eye Tyrants would probably squash them all like bugs. The Beholders find them to be something of a double edged sword as they seem to get into everyone's business, set up shop as independent information brokers, let slip embarrassing personal information at the worst times, etc. The Voyeur is a mutated Beholder-kin raised in the city of Koziol by the Eye Tyrants as personal spies. The fact that it's a horrifying monster that could have attacked isn't as disturbing to you as the realization that it's spent the last several moments watching you poop." You barely make out a mouth with needle like fangs, and a great staring eye before it flees into the distance. "Before you floats a sphere so black it almost fades into the shadows behind it. Skills: Bluff +4, Hide +11, Knowledge (Local)+4, Knowledge (any 2 other) +4, Listen +4, Move Silently +5, Search +7, Spot +9 Special Qualities: All-Around Vision, flight, Darkvision 60 ft., Revealing Gaze, Retractable EyesĪbilities: Str 10, Dex 13, Con 14, Int 12, Wis 14, Cha 12 (good)Īrmor Class: 16 ( +1 Dex, +5 Natural) touch 11, flat-footed 15Īttack: Bite +3 melee ( 1d6) or Eye Rays +4 ranged touch attackįull Attack: Bite +3 melee ( 1d6) or Eye Rays +4 ranged touch attack away - 6 x the number of charges in the staffĢ1 to 30 ft.Speed: 5 ft. away or closer - 8 x the number of charges in the staffġ1 to 20 ft.

On a successful save, a creature takes half as much damage.ġ0 ft. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. Every other creature in the area must make a DC 17 Dexterity saving throw. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. On a 20, the staff regain 1d8 + 2 charges. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. If you expend the last charge, roll a d20. The staff regains 2d8 + 4 expended charges daily at dawn. The staff has 20 charges for the following properties. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. Requires Attunement by a Sorcerer, Warlock, or Wizard
