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    Dwarf in the Playground
     
    DruidGirl

    Join Date
    Jan 2014

    Default Re: Class and Level Geekery XVIII - Everyone's an Expert

    Speaking of target limit rule breaks... assuming Sunny survives the fight, they are ridiculously powerful and have the following abilities as shown in 1241:

    Eye Rays

    The beholder shoots three 1d4 many of the following magical eye rays at random (?) (reroll duplicates), choosing one to three as many targets as it can see within 120 feet of it:

    1(Elan) & 2(Scruffy). 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.

    3(Belkar). 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, ending the effect on itself on a success.

    4(V). 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.

    5(Haley's Bow). 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 ray's 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.

    6(Minrah). Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

    7(Durkon). 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.

    To Be Determined (First two more likely):

    8a. Disintegration Ray (or Serious Wound 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 gray 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 of it.

    8b. 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.

    8c. 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.

    8d. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed 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.

    8e. Anti-magic Field Ray. (Redundant and unlikely)

    Welcome to "Who's Level is it Anyway?" - the narrative game where the rules are made up and the points don't matter!

    I can wait till V casts Applied Phlebotinum before we say he's gained 1 level in 400 strips. I'm as patient as the IFCC.
    Last edited by DLcygnet; 2021-07-26 at 10:52 AM.