The Allseer (5e Creature)
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The Allseer
Gargantuan aberration (titan), true neutral Armor Class 23 (natural armor)
Saving Throws Intelligence +16, Wisdom +16, Charisma +16 All Seeing. If The Allseer needs to make a Intelligence (History) or Wisdom (Perception) check, it automatically succeeds. Triad of Pupils. At the start of The Allseer's turn, choose one of the following options below. Antimagic Sight. The Allseer determines the direction of a 160 foot cone, originating from itself. This cone is treated as an antimagic zone, like the antimagic field spell. Erasure. The Allseer can use it's Erasure Beam attack once as part of it's attack action. Reality Warp. The Allseer can use it's Reality Warp attack once as part of it's attack action. ACTIONSMultiattack. The Allseer makes two bite attacks, and then uses it's eye rays. It can then use erasure beam or reality warp if it chose to do so in Triad of Pupils. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 34 (8d6 + 4) piercing damage. Eye Rays. The Allseer shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: 1. Charm Ray. Choose three creatures within range instead. The targeted creatures must succeed on a DC 22 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray. Choose three creatures within range instead. The targeted creatures must succeed on a DC 22 Constitution saving throw or be paralyzed for 1 minute. The targets can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. Choose three creatures within range instead. The targeted creatures must succeed on a DC 22 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. Slowing Ray. Choose three creatures within range instead. The targeted creatures 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. 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. 6. Telekinetic Ray. Choose three targets within range instead. If a target is a creature, it must succeed on a DC 22 Strength saving throw or the beholder moves it up to 30 ft. 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 ft. 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. 7. Sleep Ray. Choose three creatures within range instead. The targeted creatures must succeed on a DC 22 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. 8. Petrification Ray. Choose three creatures within range instead. The targeted creatures must make a DC 22 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. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 22 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. 10. Death Ray. The targeted creature must succeed on a DC 22 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Erasure Beam. The Allseer launches a massive beam from it's center eye, destroying a it touches. Everything in a 500 foot line originating from itself must make a DC 24 Charisma saving throw or take 49 (16d6) force damage, or half as much on a succesful save. Reality Warp. The Allseer focuses on one location with it's center eye, channeling the far realm in order to massively distort the landscape. It chooses a point within 600 ft., and everything in that range is affected by the reverse gravity and the earthquake (DC 24) spell. While concentrating on these spells, it cannot use Triad of Pupils.
LEGENDARY ACTIONSThe The Allseer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The The Allseer regains spent legendary actions at the start of its turn. Attack. The Allseer makes one bite attack. Eye Ray. The Allseer uses one random eye ray. Detect. The Allseer makes a Wisdom (Perception) check. Move. The Allseer moves up to half it's speed. |
A beholder with the Kaiju (5e Template) applied. Kinda. Deep, deep within the far realm, a small chunk of the realm is held together by the sheer force of will of a single being, The Allseer. A colossal beholder with an ever warping physique, skin changing to scales to bone to mucus and so on. However, the one part of it’s body that never changes is it’s massive center eye, carrying three different pupils. One disables all magic, another turns the landscape into rippling chaos, and a third creates a beam that shatters reality. |
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