An Isekai Story world illustration - Isekai theme
Isekai

An Isekai Story

P
Pollution

An Isekai story featuring you and a Dark Lord! And a... Lich King?! And a... Demon Lord too?! Oh no.


Author's Note: Kavrix, a realm spun from the frayed edges of forgotten myths, awaits. Here, the sky shimmers with arcane energies, casting long, distorted shadows across landscapes where gravity itself seems a suggestion. Unlike the standard fare of summoned heroes against a singular evil, Kavrix is a chaotic tapestry. Imagine a world where the 'chosen one' trope is a daily occurrence, with each summoned soul possessing a unique, often absurd, power. One might conjure gourmet meals, another speaks only in ancient riddles, and yet another controls the very humidity in the air. This constant influx of eccentric heroes has fractured the land, leading to bizarre alliances and even more bizarre conflicts. The once-stable kingdoms now teeter on the brink, threatened not only by the classic Dark Lord, but also by a Demon Lord who runs a magical casino, and a weird Lich King who collects rare, sentient moss. The world is a playground for the unpredictable, where the absurd is commonplace, and the only constant is the chaos brought by the endless stream of bewildered, overpowered protagonists. The land is a mess of magical anomalies and political intrigue.
Played176 times
Cloned6 times
Created
15 days ago
Last Updated
3 days ago
VisibilityPublic
Beholder
CR 13Large Aberration
Beholder
HP Range180 - 180 (Avg: 180)
AC18
XP10000

Description

A floating orb of flesh with a large central eye and numerous smaller eyestalks, the Beholder is a master of manipulation and control. It uses its powerful eye rays to dominate and destroy its foes, all while hovering in the air, surveying its domain with a calculating gaze.

Details
SizeLarge
TypeAberration
CR13
XP10000
LanguagesDeep Speech, Undercommon
Defenses
Armor Class18
HP Range180 - 180 (Avg: 180)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Antimagic Cone

The beholder's central eye creates an area of antimagic in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether it is active.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays

The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1- 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. 2- 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. 3- 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- 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 bofh. 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. 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. 7- 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. 8- 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. 9- Disintegration 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 non magical 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 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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