Beholder Eye Cone (d8)

d8 Cone

1

Abjuration: Antimagic cone (as seen in the Monster Manual pg.28)

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The beholder’s central eye creates and area of antimagic, as in the antimagic field spell, in a 150-foot cone.
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.
The area works against the beholder’s own eye rays.

2

Conjuration: Dancing Cone

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All creatures in a 150-foot cone, emitted from the beholders eye, must use their move action to dance comically in place for as long as they are inside the cone.
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.

3

Divination: “I see you” Cone

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The beholder can see all possible future events in a 150-foot cone.
Enemies inside the cone have disadvantage on attack rolls against the beholder.
Enemies inside the cone have disadvantage on saves from effects created by the beholder.
The beholder has advantage on all attack rolls against enemies inside the zone.
The beholder has advantage on all saves from effects originating inside the cone
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.

4

Enchantment: Cone of Laughter

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All creatures in a 150-foot cone, emitted from the beholders central eye, break into unexplained laugher
causing them to fall prone. The laughter persists for as long as they are in the cone. If they are standing
at the end of their turn, they fall prone again.
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.

5

Evocation: Chaotic Cone

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The beholder’s central eye creates a cone of elemental energy of it’s choosing (acid, cold, fire, lightning)
in a 150-foot cone. The area fills with whatever manifestation of the chosen energy type the beholder wants.
Creatures in the zone move as half speed and take 18 (4d8) damage of the chosen energy type.
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.

6

Illusion: Cone of Silence

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The beholder’s central eye creates an area of silence in a 150-foot cone.
All creatures in the zone are under the effects of the silence spell. (Players Handbook pg.275-276)
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.

7

Necromancy: Negative Energy Cone (paraphrased from the Monster Manual pg.29)

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The beholder’s central eye creates an area of negative energy in a 150-foot cone.
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.
Any creature in the area can’t regain hit points.
And humanoid that dies there becomes a zombie under the beholder’s control.
The zombie retains it’s place in initiative and reanimates at the beginning of it’s next turn.
If a creature’s body is completely destroyed, while in the cone, they do not reanimate as a zombie.

8

Transmutation: Cone of Sheep

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All creatures in a 150-foot cone, emitted from the beholder’s central eye, are polymorphed into a harmless animal. They remain in this form until they move outside of the cone.
At the start of each turn the beholder decides which way the cone faces and whether the cone is active.