Dnd Monster: Babyholder

by pixelpwer42

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Babyholder

Babyholders are the baby versions of beholders. (not beholders that like to hold babies.) Even though beholders cannot physically have babies, there are some beholders that wish to do so. When one of these beholders has a dream about giving birth to a baby, and accepting the baby, a babyholder appears. However, if a beholder does not accept its baby in the dream, there will be no babyholder.

Intense Attachment

Just like a normal baby would, a babyholder has a deep love of its "mother," and a beholder who created a babyholder has a deep love for it. When a babyholder appears, its mother beholder's goal changes from protecting its ego to protecting the babyholder, and it will sacrifice anything to do so.

Cute and Clumsy

Babyholders are incredibly cute, fooling most adventurers onto underestimating them. Luckily, even though Babyholder find killing fun, they are very bad at it. They have less eyes and less power than a normal beholder, and they're not exactly the smartest bunch. Babyholders do not ever grow up no matter what, so they make great pets.

Unpracticed Control

Since Babyholders are born with less eyes, they have more control over what eye they shoot a ray out of. This makes them even more valuable to a beholder, since they can carry out tasks using their eye rays. (If they don't get distracted by something.)



Babyholder

Small Aberration, Chaotic Nuetral


  • Armor Class 13 (natural armor)
  • Hit Points 86 (15d10 + 4)
  • Speed 0 ft, fly 15 ft (hover)

STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 15 (+2) 13 (+1) 10 (+0) 18 (+4)

  • Saving Throws Int +3, Wis +2, Cha +6
  • Skills Perception +2
  • Condition Immunities prone
  • Senses Darkvision 60 ft
  • Languages Deep Speech, Undercommon (Simple Ideas)
  • Challenge 2 (450 xp)

Adorable. The babyholder has advantage on all Charisma checks until it makes an attack, uses an eye ray, or takes a similar hostile action.

Antimagic zap. Once per turn, without using an action, the babyholder may choose one creature to be under the effect of an antimagic field spell. Any equipment the target is carrying or creatures they have summoned are also under this effect.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft, one target. Hit: 6 (2d4 +1) piercing damage.

Eye rays. The babyholder chooses to shoot one of the following rays, choosing a target it can see within 60 feet of it:

1. Paralyzing ray: The targeted creature must succeed on a DC 14 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.
2. Slowing ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have its speed halved for 1 minute. In addition, it can't take reactions, and it can take either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Telekinetic ray: If the target is a creature, it must make a DC 14 Strength saving throw or the babyholder moves it up to 20 feet in any direction. The ray can affect objects that are under 100 pounds and aren't being worn or carried.

4. Sleep ray: The targeted creature must make a DC 14 Wisdom saving throw or fall asleep and stay 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 or undead.

5. Petrification Ray. The targeted creature must make a DC 14 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.

6. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 15 (4d6 + 1) 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.


Credits

Made by pixelpwer42 (me)
Inspired by the Beholder from the Monster Manual
Art by Gerson Diolola
Made with GM binder

 

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