Behandler a handsy beholder /u/Syn-th DnD: Roll for Initiative!

A friend of mine has produced a beholder but each eye has been replaced with a hand. its grotesque and hilarious. Help me flesh out the rules for it.

Actions

Hand attacks. The Behandler attacks with three of the following hand attacks at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. One PunchMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (4d8) bludgeoning damage
  2. GrabMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 7 (2d8) bludgeoning damage and the creature is grappled by the Behandler. Creatures grappled by the Behandler have disadvantage on saving throws.
  3. Fling – The target must succeed on a Dexterity save or be flung away from the Behandler 2d4 multiplied by 10 ft in a direction of its choosing. Should they strike a solid object or another creature they take damage as if they had fallen the distance travelled.
  4. Dazing attack – The target must succeed on a Constitution save or take (7) 2d8 bludgeoning damage and suffer the Dazed condition until the end of its next turn
  5. Disarming attack – The target must succeed on a Strength save or the Behandler rips away one object of its choice they are holding.
  6. Prone Pound – The Behandler smashes the ground. All creatures within 15 ft of the Handolder must succeed on a Strength save or take damage (7) 2d8 bludgeoning damage and become Prone.
  7. Slapped into next Tuesday – The target must succeed on a Charisma save or take (7) 2d8 force damage as they disappear. Only to reappear until the end of their next turn.
  8. The StingerMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 2d6 + 1d10 piercing damage and the target is Charmed by the Behandler until the end of their next turn.
  9. Goading Gesture – A target that can see the Bhandler must succeed on a Wisdom saving throw or spend their turn moving toward the Behandler by the shortest and most direct route, ending their turn if they move within 5 feet of the Behandler.
  10. Five Point Palm Exploding Heart TechniqueMelee Attack: +10 to hit, reach 15 ft., one target. Hit: (12) 5d4 bludgeoning damage. For the next minute whenever the target moves they take 1d12 Necrotic damage for every 5ft of movement expended. Constitution save at the end of turn.

Traits

Legendary resistances – the Behandler starts with and has a maximum of 3 legendary resistances which it can expend to pass a failed save. It regains these on a longrest or when a fingler rejoins its body as a hand. Should it be reduced to less than 3 hands it cannot have more legendary resistances than remaining hands.

Reactive Hands – The Behandler gets an extra reaction on each turn but cannot take more reactions than it has free hands.

Targeting Hands – Whenever the Behandler takes 20 or more damage in a single turn, one of its hands falls off and becomes a Fingler, place the Fingler within 15 ft of the Behandler. If the Behandler is grappling a target then the players may choose to target that grappling hand. Should they deal 20 damage causing the hand to fall off and become a fingler then the fingler maintains the grapple against the original target.

Deflect Attacks. When an attack roll hits the behandler it can take a reaction to reduce the attack’s total damage. The reduction equals the number of legendary resistances it has in d8s. If the damage is reduced to 0, redirect some of the attack’s force. If you do so, choose a creature you can see within 15 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to half the damage you prevented. The damage is the same type dealt by the attack.

Legendary Actions

The Behandler can take 3 legendary actions, using the Hand options above. It can take only one legendary action at a time and only at the end of another creature’s turn. The Behandler regains spent legendary actions at the start of its turn.

Lair Actions

When fighting inside its lair, a Behandler can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Behandler can take one lair action to cause one of the following effects:

A 50-foot-square area of ground within 120 feet of the beholder becomes nail clippings; that area is difficult terrain until initiative count 20 on the next round.

Walls within 120 feet of the beholder sprout grasping hands until initiative count 20 on the round after next. Each creature of the Behandler’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or you may create a fingler grappling them.

Fingerlings rush to aid of their master, up to three Fingerlings can take a move action, if this brings them within 15 ft of the Behandler they reattach themselves to its stumps. Each one heals the Behandler for 20 hit-points and gives it back 1 legendary resistance. A fingler cannot reattach themselves to their master if it already has 10 hands.

submitted by /u/Syn-th
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​r/DnD A friend of mine has produced a beholder but each eye has been replaced with a hand. its grotesque and hilarious. Help me flesh out the rules for it. Actions Hand attacks. The Behandler attacks with three of the following hand attacks at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: One Punch – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (4d8) bludgeoning damage Grab – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 7 (2d8) bludgeoning damage and the creature is grappled by the Behandler. Creatures grappled by the Behandler have disadvantage on saving throws. Fling – The target must succeed on a Dexterity save or be flung away from the Behandler 2d4 multiplied by 10 ft in a direction of its choosing. Should they strike a solid object or another creature they take damage as if they had fallen the distance travelled. Dazing attack – The target must succeed on a Constitution save or take (7) 2d8 bludgeoning damage and suffer the Dazed condition until the end of its next turn Disarming attack – The target must succeed on a Strength save or the Behandler rips away one object of its choice they are holding. Prone Pound – The Behandler smashes the ground. All creatures within 15 ft of the Handolder must succeed on a Strength save or take damage (7) 2d8 bludgeoning damage and become Prone. Slapped into next Tuesday – The target must succeed on a Charisma save or take (7) 2d8 force damage as they disappear. Only to reappear until the end of their next turn. The Stinger – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 2d6 + 1d10 piercing damage and the target is Charmed by the Behandler until the end of their next turn. Goading Gesture – A target that can see the Bhandler must succeed on a Wisdom saving throw or spend their turn moving toward the Behandler by the shortest and most direct route, ending their turn if they move within 5 feet of the Behandler. Five Point Palm Exploding Heart Technique – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: (12) 5d4 bludgeoning damage. For the next minute whenever the target moves they take 1d12 Necrotic damage for every 5ft of movement expended. Constitution save at the end of turn. Traits Legendary resistances – the Behandler starts with and has a maximum of 3 legendary resistances which it can expend to pass a failed save. It regains these on a longrest or when a fingler rejoins its body as a hand. Should it be reduced to less than 3 hands it cannot have more legendary resistances than remaining hands. Reactive Hands – The Behandler gets an extra reaction on each turn but cannot take more reactions than it has free hands. Targeting Hands – Whenever the Behandler takes 20 or more damage in a single turn, one of its hands falls off and becomes a Fingler, place the Fingler within 15 ft of the Behandler. If the Behandler is grappling a target then the players may choose to target that grappling hand. Should they deal 20 damage causing the hand to fall off and become a fingler then the fingler maintains the grapple against the original target. Deflect Attacks. When an attack roll hits the behandler it can take a reaction to reduce the attack’s total damage. The reduction equals the number of legendary resistances it has in d8s. If the damage is reduced to 0, redirect some of the attack’s force. If you do so, choose a creature you can see within 15 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to half the damage you prevented. The damage is the same type dealt by the attack. Legendary Actions The Behandler can take 3 legendary actions, using the Hand options above. It can take only one legendary action at a time and only at the end of another creature’s turn. The Behandler regains spent legendary actions at the start of its turn. Lair Actions When fighting inside its lair, a Behandler can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Behandler can take one lair action to cause one of the following effects: A 50-foot-square area of ground within 120 feet of the beholder becomes nail clippings; that area is difficult terrain until initiative count 20 on the next round. Walls within 120 feet of the beholder sprout grasping hands until initiative count 20 on the round after next. Each creature of the Behandler’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or you may create a fingler grappling them. Fingerlings rush to aid of their master, up to three Fingerlings can take a move action, if this brings them within 15 ft of the Behandler they reattach themselves to its stumps. Each one heals the Behandler for 20 hit-points and gives it back 1 legendary resistance. A fingler cannot reattach themselves to their master if it already has 10 hands. submitted by /u/Syn-th [link] [comments] 

A friend of mine has produced a beholder but each eye has been replaced with a hand. its grotesque and hilarious. Help me flesh out the rules for it.

Actions

Hand attacks. The Behandler attacks with three of the following hand attacks at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. One PunchMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (4d8) bludgeoning damage
  2. GrabMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 7 (2d8) bludgeoning damage and the creature is grappled by the Behandler. Creatures grappled by the Behandler have disadvantage on saving throws.
  3. Fling – The target must succeed on a Dexterity save or be flung away from the Behandler 2d4 multiplied by 10 ft in a direction of its choosing. Should they strike a solid object or another creature they take damage as if they had fallen the distance travelled.
  4. Dazing attack – The target must succeed on a Constitution save or take (7) 2d8 bludgeoning damage and suffer the Dazed condition until the end of its next turn
  5. Disarming attack – The target must succeed on a Strength save or the Behandler rips away one object of its choice they are holding.
  6. Prone Pound – The Behandler smashes the ground. All creatures within 15 ft of the Handolder must succeed on a Strength save or take damage (7) 2d8 bludgeoning damage and become Prone.
  7. Slapped into next Tuesday – The target must succeed on a Charisma save or take (7) 2d8 force damage as they disappear. Only to reappear until the end of their next turn.
  8. The StingerMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 2d6 + 1d10 piercing damage and the target is Charmed by the Behandler until the end of their next turn.
  9. Goading Gesture – A target that can see the Bhandler must succeed on a Wisdom saving throw or spend their turn moving toward the Behandler by the shortest and most direct route, ending their turn if they move within 5 feet of the Behandler.
  10. Five Point Palm Exploding Heart TechniqueMelee Attack: +10 to hit, reach 15 ft., one target. Hit: (12) 5d4 bludgeoning damage. For the next minute whenever the target moves they take 1d12 Necrotic damage for every 5ft of movement expended. Constitution save at the end of turn.

Traits

Legendary resistances – the Behandler starts with and has a maximum of 3 legendary resistances which it can expend to pass a failed save. It regains these on a longrest or when a fingler rejoins its body as a hand. Should it be reduced to less than 3 hands it cannot have more legendary resistances than remaining hands.

Reactive Hands – The Behandler gets an extra reaction on each turn but cannot take more reactions than it has free hands.

Targeting Hands – Whenever the Behandler takes 20 or more damage in a single turn, one of its hands falls off and becomes a Fingler, place the Fingler within 15 ft of the Behandler. If the Behandler is grappling a target then the players may choose to target that grappling hand. Should they deal 20 damage causing the hand to fall off and become a fingler then the fingler maintains the grapple against the original target.

Deflect Attacks. When an attack roll hits the behandler it can take a reaction to reduce the attack’s total damage. The reduction equals the number of legendary resistances it has in d8s. If the damage is reduced to 0, redirect some of the attack’s force. If you do so, choose a creature you can see within 15 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to half the damage you prevented. The damage is the same type dealt by the attack.

Legendary Actions

The Behandler can take 3 legendary actions, using the Hand options above. It can take only one legendary action at a time and only at the end of another creature’s turn. The Behandler regains spent legendary actions at the start of its turn.

Lair Actions

When fighting inside its lair, a Behandler can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Behandler can take one lair action to cause one of the following effects:

A 50-foot-square area of ground within 120 feet of the beholder becomes nail clippings; that area is difficult terrain until initiative count 20 on the next round.

Walls within 120 feet of the beholder sprout grasping hands until initiative count 20 on the round after next. Each creature of the Behandler’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or you may create a fingler grappling them.

Fingerlings rush to aid of their master, up to three Fingerlings can take a move action, if this brings them within 15 ft of the Behandler they reattach themselves to its stumps. Each one heals the Behandler for 20 hit-points and gives it back 1 legendary resistance. A fingler cannot reattach themselves to their master if it already has 10 hands.

submitted by /u/Syn-th
[link] [comments] 

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