Beholder-Kin Race Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. A beholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw. Some have powerful eyestalks that can be used to do an array of different magics. While others have Despotic Perspective A beholder believes it is superior to all other entities. Unintelligent foes are regarded as food or pets. An in- telligent creature is seen as food or a potential minion. A beholder's true rivals are other beholders, for only another beholder has the intellect, power, and magic to threaten another of its kind. Most of a beholder's mental activity is devoted to unearthing plots against itself (real or imaginary), plan- ning attacks against known rivals, and preparing its defenses against all possible threats. It considers itself the center of the world, in a narcissistic way; of course the clan of duergar moving into its territory is because a rival is trying to oust it, of course the gang of adventur- ers in its lair were sent to kill it by a cowardly rival, and so on, because it is the perfect example of beholderness and all other creatures are jealous. A beholder's arrogance is a prominent aspect of its personality. Although it isn't inclined to brag of its superiority, especially in combat, it is dismissive of its opponents' efforts and insulting of their abilities and failures. An exceptional challenger can earn a measure of respect enough that the beholder might be merciful and pacify the creature with a charm ray or a sleep ray instead of killing it outright. Of course, this mercy has a purpose; the defeated opponent is interrogated, subjugated, and offered a role in the beholder's retinue once its will is broken. A beholder might consider a group of skilled adventurers to be a valuable prize and use its abilities to capture them all for this purpose, giving them the opportunity to serve as guards, spies, or assassins against a rival. Refusal means, at best, servitude as a charmed minion, and at worst, disintegration. Birth of a Beholder Beholders can produce others of their own kind, but the process has nothing to do with biology and everything to do with psychology. When a beholder sleeps, its body goes briefly dormant but its mind never stops working. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss. It might also be a truly unique creature, such as could be spawnedonly from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. Tips for character creation Since a beholder is born from another ones dreams think about what that dreams was and how it wuold shape your beholder. What was the dream? What type of personality did the dream make you have? How did the dream affect your appearance? Beholder-Kin Racial Traits Ability Score Increase: Your Intelligence score increases by 2 and you Constitution score goes up by 1 Beholder-Kin are born fully capable of living by themselves and they can live up to 150 years but most beholders die before then due to adventures or other beholders Alignment: Most Beholder-Kin are very suspicious of all other and only attempt to better their wealth and power this tends to mean that beholder-kin are chaotic evil. Size: Beholder-Kin tend to be medium size balls that weigh and average if 150lbs. Speed: Beholder-Kin hove 5ft off the ground and have a movement speed of 25ft Beholder Paranoia: Beholders are all naturally paranoid this makes them look for people to betray them. You gain proficiency in Insight Natural Armor: The beholder natural hide gives them a natural armor of 13 + your dexterity modifier (max 2) Bite: your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Languages: You know Common, Deep Speech, and Undercommon

Beholder-Kin Level Proficiency Bonus Features Control Points 1st +2 Beholder-Kin Race 2nd +2 Racial Feature 2 3rd +2 Dimesional Stomach 3 4th +2 Ability Score Improvement 4 5th +3 Extra Attack 5 6th +3 Racial Feature 6 7th +3 Flight 7 8th +3 Ability Score Improvement 8 9th +4 Racial Feature 9 10th +4 Advanced Anatomy 10 11th +4 Seismological Divination 11 12th +4 Ability Score Improvement 12 13th +5 Legendary Reaction 13 14th +5 Racial Feature 14 15th +5 Supreme Anatonmy 15 16th +5 Ability Score Improvement 16 17th +6 Racial Feature 17 18th +6 Realistic Dreams 18 19th +6 Ability Score Improvement 19 20th +6 Racial Feature 20 Beholder- Kin Class Features As a Beholder-Kin, you gain the following class features Hit Points Hit Dice: 1d8 per Beholder-Kin level

1d8 per Beholder-Kin level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Beholder-kin level after 1st Proficiencies Armor: None

None Weapons: None

None Tools: None Saving Throws: Constituion, Intelligence

Constituion, Intelligence Skills: pick 4 from Arcana, History, Investigation, Perception, Persuasion, Deception, Intimidation, Stealth Beholder-Kin Race At level 1 choose what type beholder you strive to make yourself, choose from the following types of Beholders: • Beholder • Death Kiss Advanced Anatomy: At level 3 your beholder body becomes more in-tune with the magic that flows through you, this creates a tiny demi-plane inside your body that digests food for you much more effectively, one-day worth of food and water lasts you one week. As well as your body becoming dense increasing your AC by 1. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on you turn. Faster Flight: At level 7 your movement speed becomes 25ft fly speed. Improved Advanced Anatomy: At level 10 as you become stronger so does the natural magic within you, now you have a darkvision of 120ft. The magic flowing through your body makes you more resilient to attacks as well, you gain +1 to your AC. Quick Eyes: At level 13 you are able to react fasters with your Lesser eye stalks, you can use a reaction to make one Lesser eye stalk attack against a creature that has attack you, or an ally in range. Supreme Anatomy: At level 15 you can now sleep with your lesser eye stalks remaining alert to your surroundings, and your body hardens even more giving you +1 to AC Realistic Dreams: At level 18 you learn how to harness all beholders abilities to manifests other beholders in your dreams. Once per long rest you can now summon a gazer as a servant that under your control, you can issue it commands on your turn with a bonus action. Beholder-Kin Races Beholders are born from the crazy dreams of other beholders and this leads a large variation of what a new born beholder can be, but there are some know races of beholders that are often dreamt up by other beholders. Some beholders dream of theme selves and create a duplicate of them selves. Others dreams, such as dreams of blood, death or water, that lead to twisted versions of the beholder that are just as powerful.

Beholder One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. A beholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks or tentacles that crown its body twist and turn to keep its foes in sight. Lesser Eye Stalks At level you 1 you get the telekinesis ray and three rays of your choice from the following rays: Dazing Ray. This eye stalk has a white and black spiraling pupil that when pointed at a target creature cause the target to become disoriented. A creature targeted by this must succeed on a Wisdom saving throw or be dazed until the start of your next turn While the target is dazed, its speed is halved, and it has disadvantage on attack rolls. Fear Ray. When a creature looks into this eye it flashes an image of something the creature is fearful of. A creature targeted with this eye must succeed on a Wisdom saving throw or be frightened until the start of your next turn. Frost Ray. A light blue beam of ice shoots out at one enemy in range, the target creature must succeed on a Dexterity saving throw or take 5 (1d8) cold damage. And its walking speed is reduced by 5 ft. Scorching Ray. A bolt of fire launches from this eye to hit a target. When you use this eye stalk, make a ranged spell attack, against one creature in range, on a hit the target takes 5 (1d10) fire damage. Rotting Ray. A sickly almost rotting looking eye stalk that fires a thin black beam at a target. The targeted creature must succeed on a Constitution saving throw or take 5 (2d4) necrotic damage and can’t regain hit points until the start of your next turn. Telekinesis Ray. This eye stalk has no pupil that when activated begins to slightly glow, and allows you to pick up and move an object that weight 10lbs or less in range. If the target object is being held by a creature, they must succeed on a Strength saving throw or have the object pulled from it Forceful Ray. When you target a creature with eye a wave of force targets the creature the creature must succeed on a Strength saving throw or be pushed 110 directly away from you Zapping Ray. This purple eye releases a stream of electric energy that hits a target creature and an adjacent creature. Make on ranged spell attack roll against a creature if it hits the creature takes 5 (1d8) damage and one creature within 5 ft of the target creature takes half the damage dealt. All DC for the eye stalks is 8 + your proficiency bonus + your intelligence modifier and all have a range of 60 ft If the Eye stalks makes an attack roll you get an attack bonus equal to your intelligence modifier + proficiency bonus Anti-Magic eye At level 2 the eye of a beholder has a limited ability to stop magic within its gaze(including your eye stalks). You can activate your anti magic eye as an action, when you do so no magic from spells equal to or your beholder level divided by 3 rounded up can take affect inside the 30 ft cone. Once used it can't be used gain until after a long rest Control Points At level 2 you have a pool of power that allows you to have greater control of your eye stalks. This pool allows you to activate higher level eye stalks on your beholder. You have an amount of control points equal to your level. This poolrecharges on a long rest. You can spend 1 control point to make a lesser eye ray attack as a bonus action Greater Eye Stalks At level 6 you grow more powerful eye stalks, as an action you can use one of these eye stalks, choose 2 eye stalks from the following greater eye stalk options, these two eye stalks you can choose to use at any time by spending 3 control points. Otherwise you can spend 2 control point to roll a d6 and using the corresponding ray. 1 Charm Ray: The targeted creature must succeed on Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2 Paralyzing Ray: The targeted creature must succeed on a 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. 3 Confusion Ray: This stalk assaults and twists a creature minds, spawning delusions and provoking uncontrolled action. This stalk targets a creature and that creature must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. 4 Lightning eye: A stroke of lightning streak out to the end of your range that is 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save. The lightning ignites flammable objects in the area that aren’t being worn or carried. 5 Plague Eye: This eye summons a small swarm of insects to attack a target in range. A creature targeted by this eye must succeed a Constitution saving or a swarm of locusts will surround it dealing 3d10 necrotic damage, the swarm will last for 1 minute and deal 2d4 to the target at the beginning of its turn. At the end of each of the targets turn it makes another saving throw, on a success the swarm disappears. 6 Maelstrom Eye: A swirling 5ft ball of water surrounds a target within range, the target must succeed on a Strength saving throw or be restrained inside the swirling ball of water, at the beginning of each turn that a target is in the maelstrom it takes 4d4 damage, at the end of the creatures turn it can repeat its saving throw, on a success it breaks free of the water and the effect ends. The saves and range are the same as they are for the lesser eye stalks

Eyes of the Beholder At level 9 the range of your eye stalks increase too 90ft and the range of your cone of anti-magic increases to 45 ft You also can add your intelligence modifier to lesser eye damage. Magic Absorption At level 11 When you cancel a spell inside you anti magic eye ray you gain control points equal to half the spells level rounded up as you absorb some of the magic. This does not work for your own eye rays Supreme Eye Stalks At level 14 you grow more powerful eye stalks, as an action you can use one of these eye stalks, choose 2 eye stalks from the following Supreme eye stalk options, these eye stalks you can use anytime for 6 control points, otherwise you can spend 4 control points to roll a d4 and cast the corresponding ray. 1 Petrification Ray. The targeted creature must make a 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 each of its turns. If it successfully saves three times the spell ends. If it fails 3 times it is petrified for 1 hour. 2 Forcecage Ray: An immobile, Invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any Spells cast into or out of the area. Any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. 3 Sunbeam Ray: A beam of brilliant light flashes out from your eye in a 5-foot-wide line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is Blinded until your next turn. You can create a new line of radiance as your action on any turn for 1 minute For the Duration, a mote of brilliant radiance shines in your eye. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. 4 Disintegration Ray: A thin green ray springs from eye stalk to a target that you can see within range. The target can be a creature, an object, or a Creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d10 force damage. If this damage reduces the target to 0 Hit Points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except Magic Items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a wish spell. This stalk automatically disintegrates a Large or smaller nonmagical object or a Creation of magical force. If the target is a Huge or larger object or Creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. The saves and range are the same as they are for the lesser eye stalks Ultimate Eye Stalks At level 17 you grow more powerful eye stalks, as an action you can use one of these eye stalks, choose 2 eye stalks from the following Ultimate eye stalk options, you can choose to use these eye stalks at any time by spending 8 control points, otherwise you can spend 6 control points to roll a d4 and use the corresponding ray 1 Killing Ray: Once this pure black eye opens and looks at a target is it compelled to die, if a target creature has less than 100 hp it dies, otherwise it has no effect. 2 Weird Eye: This eye stalk is empty and once a creature looks upon it the target creature see the one thing that terrifies is the most, a target Creature must succeed on a Wisdom saving throw or be frightened for 1 minute. At the end of the frightened creatures turn it must succeed on a Wisdom saving throw or take 7d10 psychic damage, if it succeeds on the saving throw the target is no longer frightened 3 Time Eye: When this eye opens you briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effects ends if you move to a place more than 1,000 feet from the location where you cast it. 4 Feeble Ray: You blast the mind of a creature that you can see within range, attempting to Shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast Spells, activate Magic Items, understand language, or communicate in any intelligible way. The creature can, however, Identify its Friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this effect. If it succeeds on its saving throw, the spell ends. The effect can also be ended by Greater Restoration, heal or wish. True Beholder At level 20 your eyes range increases too 120ft and your anti-magic cone increases to 60ft and can be activated anytime You also learn a new way to get extra uses of your greater stalks. Assign all of your chosen eye rays a number, your lesser one is 1-4, greater 5-6, supreme 7-8, ultimate 9-10. Then roll a d10 and use the corresponding eye ray, The lesser stalks still get extra attack.