The Allseer (5e Creature)
The Allseer
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Gargantuan aberration (titan), neutral Armor Class 23 (natural armor)
Saving Throws Int +18, Wis +18, Cha +18 All Seeing. If the Allseer needs to make an 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. ACTIONSMultiattack. The Allseer makes two bite attacks and then uses its eye rays. It can then use its Erasure Beam or Reality Warp (see Triad of Pupils above). Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (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 feet of it: 1. Charm Ray. Choose three creatures within range instead. Each targeted creature 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. Erasure Beam. The Allseer launches a massive beam from its center eye in a 500-foot line that is 15 feet wide. Each creature in that line must make a DC 24 Charisma saving throw, taking 49 (16d6) force damage on a failed save, or half as much damage on a successful save. Each object in that line automatically fails the saving throw and takes maximum damage. Reality Warp. The Allseer focuses on one location with its center eye, channeling the Far Realm in order to massively distort the landscape. It chooses a point within 600 feet of it that it can see, and everything in that range is affected by the reverse gravity and the earthquake (spell save DC 24) spell. While concentrating on these spells, the Allseer cannot use Triad of Pupils.
LEGENDARY ACTIONSThe 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 Allseer regains spent legendary actions at the start of its turn. Attack. The Allseer makes one bite attack. |
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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