Behalfers

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Behalfer Names

Behalfer Beholders do not put much thought into naming their


Behalfer minions, often opting for one-syllable names.
*"My mates and I had overrun many a traveller's camp Sometimes these names are derived from the Beholder's
before.* *We were to run our usual operation on a
group of merchants; sneak in, kill one, gag another and
own name. (i. e. Xanathar's Behalfer could be named "Xan"
make off with the goods. They didn't suspect a thing... or "Thar") Other times the Beholder just takes a random
or so we thought. I was about to stick a knife in the sound, object, or creature and names their Behalfer after
first sleeping man's back when suddenly I noticed a
small, beady little eye peaking out of his pant leg.
that. Beholders do not name Behalfers based on their
Suddenly, I couldn't move, and the man stood up as if gender. Behalfers will often adopt a last name, or change
he hadn't even been asleep to begin with! That little their names completely to fit into the society they've
eye and a flash of color is all I remember before I was
knocked out!"* immigrated into.
- Excerpt from the Interrogation of Preston B.
Hargrave by the Secomber Town Guard Upon the
Names: Akk, Book, Brapp, Coin, Crass, Faxx, Fish, Gurr,
Arrest of He and the "High Moor Bandits" Kill, Krush, Maxx, Nipp, Pfft, Shelf, Stool, Thar, Xan, Yark,
Yeck
Behalfer Traits
Abomination is likely the first word that comes to mind Your Beholder heritage lets your character adopt certain
when asked about Behalfers. Behalfers are spawned of a traits shared with all other Behalfers.
Beholder when it dreams of the possibility of becoming Ability Score Increase. Your Intelligence increases by 2,
human. This rarely happens as Beholders shudder at the and your Constitution score increases by 1.
thought of taking on such an inferior physical state. Age. Behalfers rarely live past 60 years old, but they are
Behalfers that have been fortunate enough to survive and usually dreamt into existence in a mature state. (i.e. a
escape a beholder's clutches slink around the world, hiding Behalfer appears to be 20 years old when in reality they
their deformities in hopes of avoiding conflict from the might be only a few months old.)
humanoid races and beholders alike. Alignment. Being spawned from a Beholder, many
Behalfers innately lean towards lawful evil. However, all
Near-Perfect Imposters have the same capacity towards any alignment, just as their
human counterparts are.
A Behalfer takes on all the physical traits of a human with a Size. Behalfers are about the same size as humans,
few minor exceptions. They often inherit their hair color ranging from 5 to 6 feet tall. Your size is medium.
from the skin color of the Beholder that spawned them, as Speed. Your base walking speed is 30 feet.
well as the eye color of that same Beholder. The other more Darkvision. Your monsterous origins grant superior
notable difference is a singular eyestalk that grows from vision in dim and dark places. You can see in dim light
anywhere on the Behalfer's body. This can make hiding within 60 feet of you as if it were bright light, and in
amongst normal humans vary in difficulty, as Behalfers darkness as if it were dim light. You can't discern color in
with stalks on their head or hands often have a harder time darkness, only shades of gray.
covering them up. One thing is for certain: normal folk will Sleep With One Eye Open. You have advantage on
undoubtedly recoil in horror at the sight of a Beholder's Wisdom (Perception) checks that rely on sight.
eyestalk sticking out of a human. Additionally, when you begin a long rest, you can choose to
keep your eyestalk active while you sleep. If you do, you
Escaped Freaks have advantage on the Wisdom (Perception) checks
For a Behalfer to make its way into society is an extremely involving noticing ambushes and surprise attacks.
rare occurance, but not impossible. Often when a Behalfer Eye Ray. You inherit one of a Beholder's eyestalks, and
is spawned by a Beholder, it is promptly destroyed, as most can use one type of Eye Ray. Roll a d6 on the following
Beholders see the existence of a Behalfer as an insult to table to determine which eye ray you can use. You can only
their racial purity. Some Beholders do take on the more use the Eye Ray once before having to complete a long rest.
able-bodied Behalfers as a pet or low-tier minion, as they When you reach 10th level, you can roll on this table again
recognize the usefulness of a minion that can blend into a to determine a second eye ray, and your usages increase to
crowd. Behalfers lucky enough to be put into these three.
positions are equipped with the knowledge of the Eye Rays
Beholder's personality and lair necessary to escape, though d6 Ray Type
this does not make it an easy feat. If a Behalfer should
somehow escape a Beholder's lair, they face a new task of 1 Charm Ray
integrating into normal society. For this reason, many 2 Paralyzing Ray
Behalfers turn to lives of crime to get a start. Some may
join temples and seek the guidance of a higher power, or 3 Fear Ray
long enough robes to adequetly hide their eyestalks. It is 4 Slowing Ray
completely possible for a Behalfer to work its way upwards 5 Sleep Ray
to a respected position in society, but no matter what, its
first and foremost concern will be to protect it's secret 6 Death Ray
genesis. To some Behalfers, this simply means relocating
frequently. To others, it means killing any and all witnesses.

BEHALFER BY DYLAN WARD | MADE ON


HOMEBREWERY.NATURALCRIT.COM
1
Eye Ray Varieties
An eyestalk only knows one type of Eye Ray to begin with,
but after enough training, it can wield a second type of Eye
Ray as well.
Charm Ray. The targeted creature must succeed a
Wisdom saving throw DC of 8 plus your proficiency bonus
plus your intelligence modifier, or be charmed for one
minute or until the creature is harmed by you.
Paralyzing Ray. The targeted creature must succeed a
Constitution saving throw DC of 8 plus your proficiency
bonus plus your intelligence modifier, 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.
Fear Ray. The targeted creature must succeed a
Wisdom saving throw DC of 8 plus your proficiency bonus
plus your intelligence modifier, 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.
Slowing Ray. The targeted creature must succeed a
Dexterity saving throw DC of 8 plus your proficiency bonus
plus your intelligence modifier. On a failed save, the target's
speed is halved for 1 minute. In addition, the creature can't
take reactions, and 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.
Sleep Ray. The targeted creature must succeed a
Wisdom saving throw DC of 8 plus your proficiency bonus
plus your intelligence modifier, 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 or undead.
Death Ray. The targeted creature must succeed a
Dexterity saving throw DC of 8 plus your proficiency bonus
plus your intelligence modifier or take 2d8 necrotic
damage. The damage increases to 3d8 at 6th level, 4d8 at
11th level, and 5d8 at 16th level.

Variant Eye Ray Rules


A Behalfer's Eye Ray might have a more random
effect. If your DM allows it, every time you use an
eye ray, roll a d6 and use the effect outlined on
the table on the page prior. If you opt to use
these rules instead of the standard rules, you will
only gain the usage upgrade when you achieve
level 10.

BEHALFER BY DYLAN WARD | MADE ON


HOMEBREWERY.NATURALCRIT.COM
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