Behold (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Staff, legendary (requires attunement by creature with an intelligence of 19)

This item was created by a wizard who traveled the Underdark. He studied the beholder and its' abilities. Using that knowledge he designed this staff. The staff is black with carvings of beholder eye stocks leading to the tip of the staff. The staff can be made by studying a beholder for 30 days, and passing DC 26 Intelligence check at the end. After this knowledge is gained, your character must kill a beholder, and Flesh to Stone it's eye stalks to create a staff of mythril. To do this properly requires passing a DC 24 Intelligence check, the DC is lowered to 20 if you killed it without causing any psychical damage.

Once a day, you can project a 30ft cone of anti-magic. This lasts 1 minute.

The staff has four eye ray ability's decided randomly by rolling a 4d10. New abilities are determined at dusk each day.

As an action you can fire an eye ray at a creature within 120ft of you. Each Ray can be used once daily. All rays recharge at dusk.

The various Rays are as follows:

  • Charm Ray: The targeted creature must make a DC 16 Wisdom saving throw or be charmed by the wielder for 1 hour.
  • Paralyzing Ray: The targeted creature must make a DC 16 Constitution saving throw or be paralyzed for 1 minute.
  • Fear Ray: The targeted creature must make a DC 16 Wisdom saving throw or be frightened for 1 minute. Each turn it can attempt the saving throw to end the effect.
  • Slowing Ray: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. Additionally, it can't make reactions. It can use an action or a bonus action on its turn, but not both.
  • Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw or suffer 8d8 damage. This is halved on a success.
  • Telekinetic Ray: The targeted creature must make a DC 16 Strength saving throw or be moved by wielder up to 30ft in any direction. It is restrained until the start of wielder's next turn. If the target is an object weighing 300 pounds or less, and isn't being worn or carried, it is moved 30ft in any direction. You can use this to exert fine control on objects.
  • Sleep Ray: The targeted creature must make a DC 16 Wisdom saving throw or fall asleep for one minute. The target awakens if it takes damage, or is woken up using an action. This Ray doesn't work on constructs and undead.
  • Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw. On failed save the target begins to turn to stone and is restrained. The target must make a saving throw at the end of its next turn. On a success, the effect ends; on failure, the target is petrified. The target can be freed by the Greater Restoration spell.
  • Disintegration Ray: The targeted creature must make a DC 16 Dexterity saving throw or take 10d8 force damage. If this damage reduces the target to 0 HP, the body is destroyed. Objects that range from large to small and are non-magical are destroyed; no saving throw is necessary. Huge or larger objects in a 10 ft. radius are disintegrated.
  • Death Ray: The targeted creature must make a DC 16 Dexterity saving throw or take 10d10 necrotic damage. If the target is reduced to 0 hit points, they die.

Back to Main Page5e HomebrewEquipmentMagic Weapons

Home of user-generated,
homebrew pages!


Advertisements: