![]() ![]() Since this blog’s focus is on tactics, I’ll concentrate on that.įor the most part, everything I said in my original analysis of beholders stands, but there is one small, implied contradiction. Per the beholder stat block in the Monster Manual, “The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets.” Based on this, I concluded that the highly intelligent beholder would aim those randomly selected rays at the opponents least able to resist them. Volo’s informs us, “A beholder analyzes its opponents, makes note of armor, weapons, and tactics, and adjusts its strategy to eliminate the most dangerous threats as quickly as possible.” That, by itself, is not necessarily a contradiction, but then it goes further: “A beholder can fire multiple eye rays on its turn, and it might use all of them in succession on its most dangerous foe. Psychic Drain (Costs 2 Actions): One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.Even a very tough fighter is going to have second thoughts after taking damage from a disintegration ray, an enervation ray, and a death ray.”Īs intelligent as a beholder is, why would it use an enervation ray against “a very tough fighter”? That fighter is going to have a good chance of making a DC 16 Constitution saving throw and halving that damage. Tail Swipe: The aboleth makes one tail attack. Spent legendary actions are regained at the start of each turn.ĭetect: The aboleth makes a Wisdom (Perception) check. Only one legendary action can be used at a time, and only at the end of another creature's turn. Legendary ActionsCan take 3 Legendary Actions, choosing from the options below. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Whenever the charmed target takes damage, the target can repeat the saving throw. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. Hit: 15 (3d6 + 5) bludgeoning damage.Įnslave (3/day): The aboleth targets one creature it can see within 30 ft. ![]() Tail: Melee Weapon Attack: +9 to hit, reach 10 ft. 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. 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. The disease has no effect for 1 minute and can be removed by any magic that cures disease. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. Tentacle: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. ![]() Probing Telepathy: If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.Īctions Multiattack: The aboleth makes three tentacle attacks. The diseased creature can breathe only underwater. ![]() On a failure, the creature is diseased for 1d4 hours. of it must make a DC 14 Constitution saving throw. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. Mucous Cloud: While underwater, the aboleth is surrounded by transformative mucus. Traits Amphibious: The aboleth can breathe air and water. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |