Beholder Dreams (5e Variant Rule)

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Beholder Dreams[edit]

Beholders are powerful creatures, capable of terrible deeds in the waking world with their many eye rays and eldritch intelligences, but even they cannot maintain a conscious level of activity indefinitely. It is when a Beholder has neared the very end of its constant, paranoia-induced frenzy that their bodies run low on energy, and they retreat to the safest parts of their lairs in order to sleep and recover their stamina. However, when a Beholder falls asleep, its mind simultaneously enters a dreamy trance and scans its environment for threats. During this period, a Beholder's odd powers will warp and twist reality in accordance with its dreams, which in turn grow more frightening or bizarre as the environment around a Beholder changes inside its perception.

A Beholder's sleep can be decided as Restful, Neutral, or Restless. The effects of which are described below.
Restful. A Restful sleep is caused when a Beholder perceives its surroundings as extraordinarily safe, humming in contentment and smiling. During a Restful sleep, the Beholder is more likely to experience pleasant dreams, so when rolling for a dream on the Beholder Dream table, roll twice, and choose a Dream unless only Nightmares are available.
Neutral. A Neutral sleep is caused when a Beholder perceives its surroundings as safe, adopting a neutral expression. During a Neutral sleep, the Beholder may experience pleasant dreams or unpleasant nightmares in equal measure, so when rolling for a dream on the Beholder Dream table, roll once.
Restless. A Restless sleep is caused when a Beholder perceives its surroundings as unsafe, grimacing and twitching in its sleep. During a Restless sleep, the Beholder is more likely to experience unpleasant nightmares, so when rolling for a dream on the table below, roll twice on the Beholder Dream table, and choose a Nightmare unless only Dreams are available.

If one or more creatures are detected by the Beholder's passive Perception while it is asleep, at least one creature must succeed on a Charisma (Performance) ability check on each of its turns until all creatures leave the Beholder's senses, playing a lullaby or otherwise keeping the Beholder calm, or the Beholder's sleep may be disturbed according to the chart below. The Beholder will immediately awaken if damaged, and its sleep will deteriorate from Restful to Neutral, or Neutral to Restless, if it experiences a Nightmare when rolling on the Beholder Dream table.

Beholder Sleep State Table
Sleep State Restful Sleep Neutral Sleep Restless Sleep
Greater Success DC 18: Beholder no longer requires performance checks from that creature to remain in a Restful Sleep DC 23: Beholder remains in a Restful Sleep DC 28: Beholder enters a Neutral Sleep
Success DC 15: Beholder remains in a Restful Sleep DC 20: Beholder remains in a Neutral Sleep DC 25: Beholder remains in a Restless Sleep
Failure Below DC 15: Beholder enters a Neutral Sleep Below DC 20: Beholder enters a Restless Sleep Below DC 25: Beholder awakens and rolls initiative.

When a Beholder falls asleep, roll on the table below on initiative count 20. The resulting dream will fill the Beholder's mind for a duration of 2d4 rounds, during which time you do not need to roll again. At the beginning of the duration of the dream, the dream's corresponding effect on reality will occur, and at the end of the duration of the dream, the dream may shift into something else decided by another roll on the table below, triggering a whole new effect.

Beholder Dream Table
d100 Dream/Nightmare Effects
1 Death (Nightmare) A heart-stopping, terrifying vision of the Grim Reaper towers over the Beholder, then strikes it down with a single, emotionless swing. Regardless of the Beholder's sleep state, it immediately awakens and transforms into a Death Tyrant.
2 Beasts (Nightmare) Lost in a dark wilderness, the Beholder is chased and hunted by vicious animals which bear an unnatural immunity to the Beholder's attacks. 1d6 beasts of the DM's choice appear within 150 feet of the Beholder. These beasts have immunity to all damage and become hostile to the nearest creature. These beasts vanish when the Beholder awakens or its dream changes.
3 Drowning (Nightmare) Gripped by a monster's tentacles, the Beholder is dragged deep underwater, gasping for air as the water's surface vanishes before its many eyes. The nearest creature to the Beholder must succeed on a DC 16 Strength saving throw as a seemingly shallow pool of water forms below its feet, being dragged deep into the water on a failed save by black tentacles. The creature may repeat the saving throw as an action on each of its turns, returning to the surface prone on a success.
4 Traps (Nightmare) The Beholder is completely surrounded by dangerous traps, unable to even twitch without triggering them. 3d4 spaces within 50 feet of the Beholder become trapped, releasing spikes (3d8 piercing), flames (3d8 fire), or poison darts (2d4 piercing + 2d4 poison) if a creature enters the space and fails a DC 13 Dexterity saving throw.
5 Imprisoned (Nightmare) Locked away in darkness and solitude, the Beholder waits for centuries in hopes someone will free it, to no avail. Iron bars jut from the earth at odd angles around the nearest creature to the Beholder. The creature must make a a DC 16 Dexterity saving throw or be restrained until it succeeds on a DC 16 Strength (Athletics) ability check to bend the bars enough to free itself.
6 Blindness (Nightmare) Going about its daily life, the Beholder's eyes grow foggy, then milky, and finally pure white, leaving the Beholder blind and totally helpless. The nearest creature to the Beholder is blinded for 1d6 rounds.
7 Blades (Nightmare) Frantically dodging attacks without number, the Beholder is eventually cornered, and a dozen swords pierce its body. Three flying swords appear in unoccupied spaces adjacent to the nearest creature to the Beholder, and each makes a longsword attack with advantage on that creature before vanishing.
7 Slime (Nightmare) On a plain of green sludge, the Beholder accidentally touches the ground, and is slowly sucked down into the thick, gluey slime. Solid surfaces in a 50 foot cube centered on the Beholder become coated in thick slime until the Beholder awakens. Each creature that starts its turn on a surface in that area must succeed on a DC 16 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
8 Storm (Nightmare) In a vicious thunderstorm, the Beholder seeks a place to shelter, but lightning flashes across its path to block it every time it sees one. A storm cloud appears at the highest point above the Beholder that is not blocked by a ceiling, and lightning flashes from it onto the nearest creature to the Beholder, as though by the call lightning spell, every turn on initiative count 20 until a minute passes or the Beholder awakens.
9 Haunted (Nightmare) Throughout an ancient ruin, sudden sounds and flickers of a vision follow the Beholder until a screeching undead spirit lunges for it from the dark. A Specter (initiative count 20) appears in the space of the nearest creature to the Beholder and attacks that creature until the Specter dies or the Beholder awakens.
10 Crushed (Nightmare) Shrunken to the size of a beetle on a colossal desk, the Beholder screeches in terror as a Storm Giant's favorite tome is brought down on it. The nearest creature to the Beholder must succeed on a DC 16 Dexterity saving throw or take 4d6 magical bludgeoning damage as it a massive phantasm of a book slams down on it before vanishing.
11 Thievery (Nightmare) The Beholder scours its lair for anything it once kept inside, but no matter how hard it looks, it knows deep down it has lost everything. The most expensive item carried by each creature within 50 feet of the Beholder vanishes, with all the items reappearing in a chest hidden somewhere within 5 miles of the Beholder.
12 Humanation (Nightmare) The Beholder watches its eyestalks grow stiff and smooth, eyes vanishing and being replaced with bony digits as the Beholder's central eye splits into two. The nearest nonhuman creature to the Beholder transforms into a human as though by the reincarnate spell.
13 Birth (Nightmare) The Beholder watches and writhes in pain as its body splits in two with a splatter of blood, before each half regenerates into a separate Beholder. A Beholder appears in the nearest unoccupied space to the original Beholder, both of which immediately awaken and roll initiative. The second Beholder is medium sized and its hit point maximum is halved until it finishes growing over the course of 1d4 months. The second Beholder may replace the effects of up to two of its eye rays with those of a spell of 7th level or below, chosen by the DM, as it mutates mid-birth.
14 Babbling (Nightmare) Forced before a colossal and terrifying foe, the Beholder stutters and embarrasses itself as it fails to plead for mercy. The nearest creature to the Beholder must succeed on a DC 16 Charisma saving throw or begin muttering incoherently and become frightened of the Beholder. A frightened creature can repeat the saving throw as an action on its turn, ending the condition on itself on a success.
15 Flames (Nightmare) Trapped in a burning, labyrinthine version of its lair, the Beholder desperately looks for a way out as flaming rubble falls all around it. Waves of pale fire rush across solid surfaces in a 50-foot cube centered on the Beholder until the Beholder awakens. Each creature that starts its turn on a surface in that area must succeed on a DC 13 Dexterity saving throw or take 1d12 fire damage.
16 Unmoving (Nightmare) Though an exit to the Beholder's prison lies right before it, the more it tries to get there, the slower it moves, eventually stopping entirely. The nearest creature to the Beholder must succeed on a on a DC 16 Wisdom saving throw or be slowed in time as though by the slow spell.
17 Medusa (Nightmare) It's greatest asset turned into a terrible weakness, the Beholder is cornered by a monster it can't safely look at, but can't stop beholding. The nearest creature to the Beholder must succeed on a on a DC 16 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
18 Insects (Nightmare) The Beholder, chained to a plinth, cries out as countless tiny, spiky insects crawl across, and painfully bite into, its flesh. A swarm of beetles appears in the space of each creature besides the Beholder in a 50 foot radius of the Beholder, makes a bites attack with advantage, then vanishes.
19 Lost (Nightmare) Through twisting, forking passages, the Beholder drifts aimlessly, trapped in a labyrinthine complex of endless, identical stone bricks. The nearest creature to the Beholder vanishes into a labyrinthine demiplane and remains there until teh Beholder awakens or until it escapes the maze. The creature can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the dream ends (a minotaur or goristro demon automatically succeeds). When the dream ends, the creature reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
20 Sandworm (Nightmare) A rumbling disturbs the dunes as the Beholder tries to fly higher away from the desert sands, before a colossal set of jaws rushes up to engulf it. A purple worm appears in a 25 ft. cube centered on a point 15 feet below the nearest creature to the Beholder, and becomes hostile to that creature if it moves fifteen feet or more at once.
21 Silent Killer (Nightmare) The Beholder watches in every direction as something moves around it in the dark, not making a sound even as it pounces on the Beholder. The nearest creature to the Beholder is deafened for 1d6 rounds.
22 Greed (Nightmare) A massive tidal wave of molten gold rises in the distance, and bears down on the dumbstruck Beholder in an incandescent crash. Balls of liquid gold appear in the air at three points within 25 feet of the Beholder and fall to the ground. A creature below an orb as it falls or within 10 feet of one of these orbs when it hits the ground must succeed on a on a DC 16 Dexterity saving throw, taking 3d10 fire damage on a failed save or half as much on a successful one. A creature that fails its save by more than 5 is also partially coated in quickly-solidified gold, causing the creature to be restrained and take an additional 1d10 fire damage at the end of each turn until it takes an action to succeed on a DC 13 Strength saving throw and break out.
23 Bones (Nightmare) Clattering, rattling noises sound out in the shadows as undead warriors surround the Beholder, skulls grinning as they goad and spear it. A pair of skeletons appear in unoccupied spaces adjacent to each creature in a 50-foot cube centered on the Beholder. The skeletons are hostile to the nearest creature that is not Undead, and collapse into piles of bones when the Beholder awakens.
24 Aboleth (Nightmare) In the tiny air pocket of a dark, flooded cave, the Beholder prepares to battle the huge, three-eyed form circling it in the water below. The nearest creature to the Beholder must succeed on a DC 16 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
25 Buried (Nightmare) The Beholder is pinned down by wickedly grinning humanoids as they shovel heaps of dirt onto it, slowly erasing its view of the sky and freedom. The nearest creature to the Beholder must make a DC 16 Strength saving throw or be buried in the ground, becoming restrained and unable to breathe during this time. A creature can repeat the saving throw on its turn as an action to escape the ground, exiting prone on a success.
26 Friends (Dream) Repressing its revulsion and paranoia, the Beholder finds it can actually have fun as it joins in on a human festival. The nearest humanoid to the Beholder becomes enchanted for 24 hours, gaining advantage on all Charisma ability checks towards aberrations while enchanted in this manner.
27 Defanged (Nightmare) As it bites down on an enemy too close to attack with its eye beams, the Beholder's teeth shatter and fall out, leaving it impotent. The nearest creature to the Beholder must succeed on a DC 16 Strength saving throw. On a failure, the creature's teeth fall out, regrowing when the Beholder awakens. If the creature attempts a bite or similar attack in this time, the attack deals no damage.
28 Spirals (Nightmare) Spinning, hypnotic spirals appear all around, drawing the Beholder's eyes and mind even as it fights to look away and resist their brainwashing. Twisting patterns of colors weave through the air inside a 50-foot cube centered on the Beholder. The patterns appear for a moment and vanish. Each creature in the area who sees the pattern must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed until the Beholder awakens. While charmed by this spell, the creature is incapacitated and has a speed of 0.
29 Toy (Nightmare) A human child plays with an odd toy, tugging and slapping it against objects, while the Beholder senses everything the plush does. The nearest creature to the Beholder must succeed on a DC 16 Charisma saving throw. On a failed save, the creature transforms along with whatever it is wearing and carrying into a plush doll resembling itself. The creature's statistics become those of the doll (AC 8, 5 HP, weakness to fire and slashing), and the creature retains its memory of time spent in this form. The creature returns to its normal form when the Beholder awakens.
30 Cube (Nightmare) Reaching desperately for freedom from the acidic mass of a Gelatinous Cube, the Beholder watches its flesh melting away before its many eyes. A Gelatinous Cube appears in the space of the nearest creature to the Beholder. The cube is hostile and immediately attempts to engulf the creature, and vanishes when the Beholder awakens.
31 Masks (Nightmare) Whispering in countless venomous tongues of the Beholder's past and future failings, rows of snarling, grinning masks fill the Beholder's sight. The nearest creature to the Beholder is encircled by illusory masks of fiendish faces. As the masks chant ominous prophecies and whisper the creature's deepest secrets in an attempt to break the creature's spirit, the creature must make a DC 16 Wisdom saving throw or automatically fail its next ability check, attack roll, or saving throw. The masks disappear immediately after the saving throw succeeds or fails.
32 Idiot (Nightmare) Presented a simple question, the Beholder grows angry and fearful as such an obvious answer slips further and further from its dulling mind. The nearest creature to the Beholder must make a DC 16 Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
33 Watched (Nightmare) Going about its lair, the Beholder notices eyes staring from the shadows. Eyes that gaze in greater numbers and intensity until only eyes are left. An eye opens on a solid surface at three points within 60 feet of the beholder. One random eye ray of the Beholder shoots from each eye at the nearest target to the eye. Each eye then closes and disappears.
34 Dreadnought (Nightmare) A starry void surrounds the Beholder as it flees from a gargantuan cyclopean serpent, only for massive fangs and claws to snap shut on its body. The nearest creature to the Beholder must succeed on a DC 16 Strength saving throw or be pulled through a portal to the Astral Plane. If the creature is pulled through, an astral dreadnought which is hostile towards the creature appears within 500 feet of the portal. The creature returns to the material plane when the Beholder awakens.
35 Hands (Nightmare) The Beholder backs away, firing eye rays in a blind panic as countless hands reach towards it, intending to crush it and rip it apart. Several hands sprout from a solid surface in the space of each creature within 50 feet of the Beholder, then attempt to grapple those creatures. The hands have a Strength score of 23 (+6). If the hands successfully grapple a creature, the creature is grappled and restrained for as long as it is grappled. The hands retract into the surface and vanish if a creature they are grappling breaks free or when the Beholder awakens.
36 Falling (Nightmare) Deprived of its magical flight, the Beholder futilely braces for impact as it falls to the ground like a rock dropped from a cliff. The nearest creature to the Beholder must succeed on a DC 16 Dexterity saving throw as a hole opens up in the ground beneath it. On a failed save, the creature falls 1d10x10 feet to the bottom of the hole.
37 Eaten (Nightmare) Massive fangs clamp down on the Beholder before it is sucked down into the rancid air and sizzling acid of a colossal beast's acrid stomach. The nearest creature to the Beholder must succeed on a DC 16 Strength saving throw as a massive mouth rises from the earth and tries to swallow it. If the creature fails, it is swallowed into a pit of acidic earth in the ground 5 feet below the mouth. The swallowed creature is blinded and restrained, it has "total cover" against attacks and other effects outside the mouth, and it takes 3d6 acid damage at the start of each of its turns. If the Beholder awakens, or if the mouth receives a total of 20 damage from the creature inside it, the swallowed creature is no longer restrained by the mouth and can escape from the inanimate earth using 5 feet of movement, exiting prone.
38 Riches (Dream) After an arduous journey, the Beholder reaches a legendary cavern containing an entire city built completely of gold, bringing a smile to its face. The nearest creature to the Beholder is enchanted for one minute. While enchanted, any nonmagical object that the creature touches that is Huge or smaller becomes made entirely of pure gold, gaining a value of 30 GP per pound it weighs normally unless its value is already greater. Objects transformed magically retain their normal durability unless gold is more durable.
39 Red Slaadi (Nightmare) Assailed by enemies quick and unpredictable enough to dodge its eye rays, the Beholder cringes as it's foes' slash it with frightening claws. The nearest creature to the Beholder must succeed on a DC 16 Constitution saving throw or be infected with a disease - a minuscule slaad egg. A host can carry only one slaad egg at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process. If the disease is cured before the tadpole’s emergence, the unborn slaad is disintegrated.
40 Modron (Nightmare) Forced into the form of a lowly Monodrone Modron, the Beholder watches eons tick by as it repeats the same, singular task over and over for eternity. Any attack roll, ability check, or saving throw that occurs within 50 feet of the Beholder until its dream changes or it awakens is treated as a 10.
41 Shattered (Nightmare) Reduced to being as fragile as spun glass, the Beholder feels its body shatter as a tiny pebble is shot through its center mass. The nearest creature to the Beholder must succeed on a DC 16 Constitution saving throw or gain vulnerability to bludgeoning, piercing, and slashing damage until the Beholder awakens.
42 Winter (Nightmare) As freezing rain pounds against its body, the Beholder slowly loses body heat and energy, before collapsing in the ice and snow to freeze to death. Until the dream ends or the Beholder awakens, freezing rain and sleet fall in a 20-foot-tall cylinder with a 50-foot radius centered on the Beholder. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a DC 13 Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell’s area, the creature must make a successful DC 13 Constitution saving throw or lose concentration.
43 Rot (Nightmare) Deep inside a cold, dark tomb, the Beholder stares in horror as a casket opens, and as miasma pours out of it, the Beholder sees its flesh turn foul. Cracks in the earth form at three points within 50 feet of the Beholder and purple gas seeps out of them. Any creature that ends its turn within 10 feet of these cracks takes 4d10 necrotic damage. The cracks close and the gas dissipates when the Beholder awakens.
44 Needles (Nightmare) Whizzing about like magic darts, the Beholder sees needles drive themselves through its skin, painting its nerves with agony and paralysis. Swarms of flying needles appear in the spaces of each creature in a 50 foot cube centered on the Beholder. A creature starting its turn in a needle-filled space must make a DC 13 Dexterity saving throw or leave the space and make a DC 16 Dexterity saving throw, taking 2d4 piercing damage and being paralyzed until the start of its next turn on a failed save. The needles become inanimate and fall to the ground when the Beholder awakens.
45 Nothic (Nightmare) The Beholder chases a spiny cyclops through its lair, flinching each time the creature winks back at it, for each one is a secret the Beholder has lost. The nearest creature to the Beholder must contest its Charisma (Deception) ability check against the Beholder's Wisdom (Insight) check. If the Beholder wins, it magically learns one fact or secret about the target. The creature automatically wins if it is immune to being charmed.
46 Pillows (Dream) Nestled comfortably among thick, fluffy cushions, the Beholder sighs in contentment, snuggling into the soft material with a smile. Solid surfaces in a 50-foot cube centered on the Beholder transform into big, soft pillows until the Beholder awakens. The area counts as difficult terrain and creatures cannot take fall damage when landing on a surface within this area.
47 Supper (Dream) Platters of foods the Beholder has always wanted to try are laid out before it by its most trusted servant, each more delicious than the last. The nearest creature to the Beholder is blessed. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
48 Tearing (Nightmare) Transformed into a helpless piece of paper, the Beholder feels its head and vision split as a pair of hands rip it in half down the middle. The nearest creature to the Beholder must make a DC 16 Constitution saving throw or be magically transmuted into a piece of paper and torn in half. This transformation lasts until the Beholder awakens or a creature uses its action to hold the pieces against each other along the torn seam, which causes the pieces to magically stitch together and reform.
49 Meteor (Nightmare) Its many eyes widen in awe and horror as the Beholder watches a mountain wreathed in flame descend from the heavens, directly towards it. A blazing orb of fire descends from the highest available point onto a point 50 feet from the Beholder. Each creature in a 40-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
50 Rivals (Nightmare) A white haired lich and a redheaded lich argue before the Beholder, only to run it through with fire and ice when it chooses neither's side. The nearest creature to the Beholder must make either a DC 16 Charisma (Persuasion) or DC 16 Charisma (Deception) ability check of its choice. On a successful Persuasion check, the creature gains resistance to cold damage for 24 hours, and on a successful Deception check, the creature gains resistance to fire damage for 24 hours. If the creature fails the ability check, it takes 2d10 cold damage and 2d10 fire damage.
51 Truth (Dream) While lounging and reading a good book, the Beholder sees a pattern, which it follows until it learns a secret that the Beholder will be proud to keep. The nearest creature to the Beholder gains 120 feet of truesight until its dream changes or the Beholder awakens.
52 Smarts (Dream) Reclining in a seat before a Devil's chessboard, the Beholder smirks as its opponent sweats nervously, before earning a checkmate in just four moves. The nearest creature to the Beholder has its Intelligence score increased by 3, to a maximum of 22..
53 Cruise (Dream) The Beholder finds a simple enjoyment in driving a car along a surreal, yet comfortable winding path, the wind blowing between its eyestalks. A land vehicle of the DM's choice appears in the nearest area to the Beholder that is large enough to contain the vehicle. If the vehicle needs fuel or other resources, it appears fully-fueled and stocked.
54 Stalker (Nightmare) Lost in a maze filled with magical darkness, the Beholder fumbles for an exit as raspy breathing approaches rapidly. The nearest creature to the Beholder becomes blinded and deafened for one round, during which time an inescapable feeling of being watched by an insurmountable foe grips it. At the start of the creature's next turn, it hallucinates its stalker lunging from the darkness and must make a DC 16 Wisdom saving throw or be reduced to 0 hit points.
55 Bullies (Nightmare) In a school it never actually attended, the Beholder weeps in solitude after being embarrassed before its crush by more popular students. The nearest creature to the Beholder must make a DC 16 Charisma saving throw or be magically teleported into a demiplane resembling a small library until the Beholder awakens or its dream changes. A creature can escape early by conversing with a crying Beholder in the dream and cheering it up through a Charisma ability check of its choice (except Intimidation), which causes the Beholder's sleep to immediately become Restful and the dream to change.
56 Explorer (Dream) Instilled with bravery, the Beholder ventures through a jungle, knowing in its heart that nothing can stop it, and comes across a vast treasure. The nearest creature to the Beholder permanently gains the benefits of the 1st level ranger Class Feature, Natural Explorer. The creature's favored terrain is the type closest to it at the time it receives this blessing. If the creature is already a ranger of 1st level or higher and has the Natural Explorer Feature, it may choose an additional favored terrain for each favored terrain it has, for a total of two at 1st level, four at 6th level, and six at 10th level.
57 Familiar (Dream) Content in its safety, the Beholder summons forth a miniature, unflinchingly loyal version of itself to play with and cater to its whims. The nearest creature to the Beholder gains the ability to cast ‘’find familiar’’ as a ritual once per day if it cannot already cast that spell, or once per day without expending a spell slot if it already can cast that spell. When casting the spell in this way, the summoned familiar will always be a Gazer.
58 Snow (Dream) As fluffy flakes descend from a clear blue sky, the Beholder makes sculptures of packed snow depicting all its favourite things. Magical flurries gently fall in a 50-foot radius, 50 foot tall cylinder centered on the Beholder. Creatures in this area gain resistance to cold damage, or become immune to cold damage if they are naturally resistant to it.
59 Guards (Dream) The Beholder is amazed as a legion steps heroically between it and a great Dragon, and feels immense relief when one of the warriors smiles over its shoulder. Four spectral guards appear around the nearest creature to the Beholder, and move with the creature within its space. If an attack roll is made against the creature while one or more guards are present, the creature gains a bonus to its ac equal to the number of guards remaining, with one guard disappearing if the attack does not miss.
60 Book (Dream) Resting in its library, the Beholder lazily reads the words flitting on and off of the pages of its favorite book, forming a tale it has never read before. The nearest creature to the Beholder gains a spectral tome tied to their soul. As an action, the creature can summon the tome until it is dismissed as a bonus action. While the tome is summoned, the creature it is tied to can use it as a spellcasting focus, and damaging spells cast using the tome treat a target's immunities as resistances.
61 Rubber (Dream) Amazed and amused, the Beholder feels its body flex like soft rubber against the ground, causing the Beholder to giggle as it bounces like a ball. The nearest creature to the Beholder becomes enchanted until the Beholder awakens or its dream changes. An enchanted creature gains immunity to both magical and nonmagical bludgeoning damage, and as a bonus action, can stretch its arm behind itself to store up kinetic energy, and double the damage of its next melee weapon attack.
62 Werebeast (Nightmare) The Beholder writhes in pain as its body contorts and warps under the light of the moon, hairs and claws sprouting as it morphs into a beast. The nearest creature to the Beholder must make a DC 16 Constitution saving throw or be cursed with a form of lycanthropy decided by the DM.
63 Home (Dream) The Beholder, after a long day of doing what it usually does, opens a door that does not exist in reality and heads inside for some fireside reading. The nearest creature to the Beholder gains the ability to cast demiplane once per day without expending a spell slot. When casting the spell in this way, the accessed demiplane will always be that of a small house composed of a 15 foot by 15 foot furnished bedroom, a 15 foot by 30 foot furnished living space, and a 15 foot by 15 foot kitchen/pantry.
64 Power (Dream) It's body overflowing with physical might, the Beholder tests its strength by biting clean through a huge gold pillar, and giving its smile a fancy new sheen. The nearest creature to the Beholder has its Strength score increased by 3, to a maximum of 22.
65 Jester (Dream) When a polite and humble visitor in colorful clothes arrives, the Beholder finds it has never laughed harder at their harmless jokes and antics. The nearest creature to the Beholder suddenly begins to laugh as an extremely funny train of thought fills their mind. While laughing, the creature can move and act as normal, but automatically succeeds all Wisdom saving throws and cannot be frightened. The creature stops laughing when it falls unconscious or chooses to stop laughing as a free action.
66 Lordship (Dream) Placing a crown atop its head, nestled between its eyestalks, the Beholder floats out to a balcony to address its countless adoring subjects. The nearest creature to the Beholder becomes enchanted. While enchanted in this way, all creatures that can see the creature must make a DC 16 Wisdom saving throw or be charmed by the enchanted creature and be convinced that the enchanted creature is the highest authority figure it would obey, such as a king or religious leader. A charmed creature repeats the saving throw each time it is harmed, and once at the end of each long rest until it succeeds.
67 Reef (Dream) Swimming through a gorgeous reef, the Beholder is awed as it takes in the colors and shapes of the countless fish and coral with its many eyes. All creatures within 50 feet of the Beholder gain the ability to breathe underwater for 24 hours. Affected creatures also retain their normal mode of respiration.
68 Giant (Dream) The Beholder laughs menacingly, drunk with power, as it looms over a gargantuan dragon, which seems to have shrunken to be no bigger than the Beholder itself. The nearest creature to the Beholder, along with everything it is carrying and holding, grows to the largest size category that can fit in without squeezing. While enlarged, the creature gains advantage on all {5a|str}}-related ability checks, attack rolls, and saving throws, and for each size category larger than its normal size that the creature grows, its weapon attacks deal one additional damage die. In addition, the creature gains disadvantage on all {5a|dex}}-related ability checks, attack rolls, and saving throws, and the creature returns to normal size when the Beholder awakens or its dream changes.
69 Party (Dream) The Beholder enters the main area of its lair, only to find its many servants have gathered to give it cake and gifts, celebrating another year of its life. The nearest creature to the Beholder grows 1 to 20 years older or younger as it chooses.
70 Dance (Dream) With the help of a pair of animated shoes, the Beholder dances for no one but itself under a spotlight in its dark lair. Every creature in a 50 foot cube centered on the Beholder gains advantage on Charisma (Performance) ability checks made to dance, and can make such a check as a free action each turn until the Beholder awakens or its dream changes.


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