Beheeyem (5e Creature)
Beheeyem[edit]
Small aberration, any alignment Armor Class 15 (natural armor)
Saving Throws Int +8, Wis +6, Cha +7 Analytic. When the beheeyem hits a creature with an attack, it has advantage on all attack rolls against that creature until the end of its next turn. Synchronize. When the beheeyem is charmed, frightened, paralyzed, poisoned, stunned, or put to sleep by an effect originating from a creature within 120 ft. of it, that creature must make a DC 16 Wisdom saving throw or be affected as well as if they were targeted by the effect. Innate Spellcasting (Psionics). The beheeyem's innate spellcasting ability is Intelligence (spell save DC 16). It can innate cast the following spells, requiring no components:
ACTIONSHidden Power. Ranged Spell Attack: +8 to hit, range 30/60 ft., one target. Hit: 18 (3d8 + 5) damage of the beheeyem's choice. Psybeam. Ranged Spell Attack: +8 to hit, range 40/80 ft., one target. Hit: 23 (4d8 + 5) psychic damage.
|
Beheeyem are aliens! Or that's what people assume. Elgyem was thought to be an alien because it was first found near a UFO crash, and beheeyem is just the evolution of elgyem. They are normally reclusive Pokémon, only coming out to defend its home, and it does that by flashing the lights on its fingers which can control any creature and erase their memory. You don't ever remember meeting a beheeyem? How interesting... |
Back to Main Page → 5e Homebrew → Creatures