Large undead (beholder), lawful evil
Armor Class 19 (natural armor)
Armor Class (suggested) 18 (natural armor), 20 (front), 14 (belly)
Hit Points 187 (25d10 + 50)
Speed 0 ft., fly 20 ft. (hover)
Proficiency Bonus +5
Proficiency Bonus +11 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 14 (+2) | 19 (+4) | 15 (+2) | 19 (+4) |
Saving Throws Str +5, Con +7, Int +9, Wis +7, Cha +9
Skills Perception +12
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 14 (11,500 XP)
Negative Energy Cone. The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.
ACTIONS
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
- Bite (suggested). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
- Eye Rays. The death tyrant 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. The targeted creature must succeed on a DC 17 (DC 23 suggested) Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature.
- 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 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. Paralyzing Ray (suggested). The targeted creature must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 minute.
- 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw 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.
- 3. Fear Ray (suggested). The targeted creature must succeed on a DC 23 Wisdom saving throw or be frightened for 1 minute.
- 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 4. Slowing Ray (suggested). The targeted creature must succeed on a DC 23 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both.
- 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
- 5. Enervation Ray (suggested). The targeted creature must make a DC 23 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
- 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 (DC 23 suggested) Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or until the tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
- 7. Sleep Ray. The targeted creature must succeed on a DC 17 (DC 23 suggested) Wisdom saving throw 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 and undead.
- 8. Petrification Ray. The targeted creature must make a DC 17 (DC 23 suggested) 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.
- 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 (DC 23 suggested) Dexterity saving throw or take 45 (10d8) 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.
- 10. Death Ray. The targeted creature must succeed on a DC 17 (DC 23 suggested) Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
LEGENDARY ACTIONS
- The death tyrant can take 3 legendary actions, using the Eye Ray option below.
- It can take only one legendary action at a time and only at the end of another creature’s turn.
- The tyrant regains spent legendary actions at the start of its turn.
- Eye Ray. The death tyrant uses one random eye ray.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A death tyrant is a terrifying undead creature that resembles a massive, floating skull with numerous eye sockets. It is the result of a beholder’s twisted dream of achieving immortality beyond death. A death tyrant retains much of its original personality and intelligence, but it is driven by a hunger for power and security. It uses its eye rays to destroy every living creature it encounters, then raises them as undead minions to serve its will.
COMBAT
A death tyrant is a fearsome foe in battle, using its many eyes to unleash a variety of magical effects on its enemies. It can target multiple creatures at once with its eye rays, each of which has a different and devastating effect. Some of its eye rays can charm, paralyze, frighten, or slow its opponents, while others can inflict necrotic, force, or petrification damage. It can also use its telekinetic ray to move objects or creatures around, or its sleep ray to put them to sleep.
The most dangerous weapon of a death tyrant, however, is its negative energy cone. This invisible cone of power radiates from its central eye and covers a large area in front of it. Any creature within this cone cannot heal from any source, and any humanoid that dies there becomes a zombie under the death tyrant’s control. The death tyrant can turn this cone on or off at will, depending on its strategy and mood.
A death tyrant is not easy to harm, as it is immune to poison and several conditions that would affect a living creature. It can see in the dark and communicate in two languages. It is also very intelligent and cunning, often using its eye rays to manipulate or torment its enemies before finishing them off.
HABITAT / SOCIETY
A death tyrant usually dwells in dark and secluded places, such as dungeons, catacombs, or ruins. It prefers to avoid direct sunlight and other sources of radiant energy that can harm it. It often surrounds itself with traps and obstacles to deter intruders, as well as a horde of undead servants to protect and obey it.
A death tyrant is a solitary and paranoid creature, trusting no one and fearing betrayal from its allies. It seeks to expand its domain and influence, often by launching raids against nearby settlements or by forming alliances with other evil creatures. It is especially hostile to other beholders and death tyrants, seeing them as rivals and threats.
A death tyrant has a twisted sense of humor and enjoys tormenting its enemies with its eye rays before killing them. It also likes to collect trophies from its victims, such as skulls, bones, or valuables. It is fascinated by magic and secrets, and will often interrogate or bargain with anyone who can offer it new knowledge or power.
ECOLOGY
A death tyrant is an unnatural creature that defies the cycle of life and death. It does not need to eat, drink, or breathe, but it does require sleep to maintain its existence. It is during its sleep that it can dream of new realities and shape its own form. However, it also risks losing control of its dreams and becoming a different creature or ceasing to exist altogether.
A death tyrant has a negative impact on the environment around it. Its presence warps the ambient magic and creates various effects, such as making creatures feel watched, shooting random eye rays at them, or creating spectral eyes and tentacles in the area. It also spreads undeath wherever it goes, raising zombies from the corpses of its victims and using them as fodder for its schemes.
A death tyrant has few natural predators, as most creatures are afraid of its power and reputation. However, it can be challenged by adventurers, paladins, clerics, or other agents of good who seek to stop its evil plans and restore the balance of life and death. A death tyrant can also be destroyed by powerful magic, such as a wish spell or a divine intervention.
Zardock’s Journal: The danger behind the Death Tyrant
Entry #104
Date: 18th of Felmont, 1015 AC
Location: The Great School of Magic, Glantri City
After months of careful research and experimentation, I have finally uncovered the true origin of the death tyrant. Contrary to popular belief, it is not a form of animated undead, but rather a flawed attempt at lichdom. Yes, you read that right. The beholders, those arrogant and paranoid aberrations, have been trying to achieve the same goal as many necromancers: to transcend death and become immortal.
How do I know this? Well, it all started when I managed to capture a live death tyrant and bring it to my laboratory. I was curious about its anatomy and physiology, so I decided to dissect it and examine its organs. To my surprise, I found a small metal object embedded in its brain. It was a phylactery, a device used to store the soul of a lich. However, this phylactery was incomplete and defective. It had only a faint trace of necromantic energy, and it was unable to sustain the death tyrant’s existence.
I realized then that the death tyrant was not a true undead, but rather a dying beholder that had failed to complete the ritual of becoming a lich. It had somehow managed to create a phylactery, but it had not transferred its soul into it. Instead, it had entered a state of suspended animation, where its body decayed but its mind remained active. It had also retained its ability to dream, which allowed it to shape its form and eye rays according to its subconscious desires.
This discovery led me to investigate further into the history and culture of the beholders. I learned that they have a fascination with magic and secrets, and that they often seek to learn from other races and creatures. I also learned that they have a deep fear of death and oblivion, which drives them to seek ways of prolonging their lives or escaping their fate. One of these ways is lichdom, the ultimate form of necromantic power.
However, becoming a lich is not easy, even for a beholder. It requires a complex and dangerous ritual that involves creating a phylactery, casting a spell that kills the caster and transfers their soul into the phylactery, and then reanimating their body as an undead vessel for their soul. The ritual also requires a great deal of arcane knowledge and skill, as well as rare and expensive components. Many things can go wrong during the process, such as failing to create a proper phylactery, losing control of the spell, or being interrupted by enemies or allies.
This explains why there are so few death tyrants in existence. They are the result of beholders who have attempted to become liches but have failed in some way or another. They are not truly immortal, but rather trapped in a state of limbo between life and death. They are not truly powerful, but rather dependent on their dreams and eye rays for survival. They are not truly free, but rather enslaved by their own fears and paranoia.
This also explains why death tyrants are so hostile and aggressive towards other creatures. They are driven by a hunger for power and security that can never be satisfied. They seek to destroy every living thing they encounter, then raise them as undead minions to serve their will. They also seek to expand their domain and influence, often by launching raids against nearby settlements or by forming alliances with other evil creatures. They are especially hostile to other beholders and death tyrants, seeing them as rivals and threats.
I shudder to think what would happen if the beholders ever discover how to successfully complete the transformation into a full lich. They would become even more dangerous and unstoppable than they already are. They would have access to all the benefits of lichdom without any of the drawbacks. They would have an immortal body that does not decay or require sustenance. They would have an immortal soul that is protected by their phylactery. They would have an immortal mind that can dream of new realities and shape them at will.
They would become gods.
And we would become their slaves.
Or worse.
I hope that day never comes.
But I fear it might be closer than we think.