This is homebrew, submitted by a member of the community.
Enkis, The Beheld
Enkis, The Beheld
Huge Undead, Lawful NeutralHuge Undead, Lawful Neutral
Legendary Resistance (3/Day). if Enkis fails a save throw, it can instead choose to succeed.
Spellcasting. Enkis is a 30th level spellcaster. Its spellcasting abaility is Intelligence (Spell save DC 30, +22 to hit with spell attacks). Enkis has the following spells prepared:
Cantrips (at will): Eldritch Blast, Toll the Dead, Prestidigitation, Chill Touch, Mage Hand1st level (3 slots): Cause Fear, Shield, Magic Missile, Puppet, Thunderwave, Expeditious Retreat
2nd level (2 slots): Hold Person, Mirror Image, Invisibility
3rd level (2 slots): Nondetection, Counterspell, Glyph of Warding, Dispel Magic
4th level (2 slots): Greater Invisibility, Locate Creature, Dimension Door, Compulsion, Banishment, Evard's Black Tentacles
5th level (2 slots): Dominate Person, Geass, Hold Monster, Dream, Scrying, Conjure Elemental
6th level (2 slots): Soul Cage, Create Undead, Contingency
7th level (2 slots): Teleport, Forcecage, Simulacrum, Symbol, Etherealness
8th level (1 slot): Dominate Monster, Feeblemind, Power Word Stun, Reality Break, Dark Star, Demiplane, Legendary Lair
9th level (1 slot): Power Word Kill, Foresight, Psychic Scream, Imprisonment, Gate, Blade of Disaster, Time Stop, Invulnerability, Time Ravage, Ravenous Void
10th level (1 slot): Decree
Rejuvenation. If Enkis has a phylactery, when destroyed they regain their body 1n 1d10 days, regaining all hit points and resuming control over all undead. The new body appears within 5 feet of the phylactery.
Arcane Decree (1/Week). Once per week, Enkis can cast a spell that for the sake of spells by the likes of Counterspell or other reactionary actions, counts as 10 levels higher than its actual level. If applicable, this spell also has a +15 to hit on top of its standard or its spell save DC is doubled. If possible, the spell will crit, and any effects are permanent until stopped by Enkis themselves.
Undead Overlord. Enkis is aware of any information an undead under their control are. Upon Enkis' demise, undead previously controlled by them fall under the effects of Greater Invisibility and make their way to the location of Enkis' phylactery, if one exists. If Enkis is dead and their phylactery destroyed, all lesser undead conflagrate with the force of a 9th level Fireball.
Spellweaver. If Enkis succeeds a save throw vs a spell, or a targeted spell misses, Enkis can choose to redirect the effect at the caster.
Nihility Field. Enkis' central eye emits an invisible, magical 300-foot cone of negative energy. At the start of each of its turns, they decide which way the cone faces and whether the cone is active.
Any creature in that area can't regain hit points, and suffer under the effects of "Beheld". Any creature that dies there becomes a zombie under the Beholden's command. The dead creature 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.
Beholder. Any creature under the effects of "Beheld", when targeted by a spell cast by Enkis, suffer the effects of the spell as if it were cast 4 levels higher than it was. Any creature unable to become undead due to its effect instead is targeted automatically with Soul Cage.
Paranoia. At the beginning of Enkis' turn, they make a Wisdom (Perception) check.
Precognition. Enkis may use their Intelligence in place of any save imposed by a spell.
[b][i]Legendary Resistance (3/Day).[/i][/b] if Enkis fails a save throw, it can instead choose to succeed.
[b][i]Spellcasting.[/i][/b] Enkis is a 30th level spellcaster. Its spellcasting abaility is Intelligence (Spell save DC 30, [+22] to hit with spell attacks). Enkis has the following spells prepared:
Cantrips (at will): [spell]Eldritch Blast[/spell], [spell]Toll the Dead[/spell], [spell]Prestidigitation[/spell], [spell]Chill Touch[/spell], [spell]Mage Hand[/spell]
1st level (3 slots): [spell]Cause Fear[/spell], [spell]Shield[/spell], [spell]Magic Missile[/spell], [spell]Puppet[/spell], [spell]Thunderwave[/spell], [spell]Expeditious Retreat[/spell]
2nd level (2 slots): [spell]Hold Person[/spell], [spell]Mirror Image[/spell], [spell]Invisibility[/spell]
3rd level (2 slots): [spell]Nondetection[/spell], [spell]Counterspell[/spell], [spell]Glyph of Warding[/spell], [spell]Dispel Magic[/spell]
4th level (2 slots): [spell]Greater Invisibility[/spell], [spell]Locate Creature[/spell], [spell]Dimension Door[/spell], [spell]Compulsion[/spell], [spell]Banishment[/spell], [spell]Evard's Black Tentacles[/spell]
5th level (2 slots): [spell]Dominate Person[/spell], [spell]Geass[/spell], [spell]Hold Monster[/spell], [spell]Dream[/spell], [spell]Scrying[/spell], [spell]Conjure Elemental[/spell]
6th level (2 slots): [spell]Soul Cage[/spell], [spell]Create Undead[/spell], [spell]Contingency[/spell]
7th level (2 slots): [spell]Teleport[/spell], [spell]Forcecage[/spell], [spell]Simulacrum[/spell], [spell]Symbol[/spell], [spell]Etherealness[/spell]
8th level (1 slot): [spell]Dominate Monster[/spell], [spell]Feeblemind[/spell], [spell]Power Word Stun[/spell], [spell]Reality Break[/spell], [spell]Dark Star[/spell], [spell]Demiplane[/spell], [spell]Legendary Lair[/spell]
9th level (1 slot): [spell]Power Word Kill[/spell], [spell]Foresight[/spell], [spell]Psychic Scream[/spell], [spell]Imprisonment[/spell], [spell]Gate[/spell], [spell]Blade of Disaster[/spell], [spell]Time Stop[/spell], [spell]Invulnerability[/spell], [spell]Time Ravage[/spell], [spell]Ravenous Void[/spell]
10th level (1 slot): [b]Decree[/b]
[b][i]Rejuvenation.[/i][/b] If Enkis has a phylactery, when destroyed they regain their body 1n [1d10] days, regaining all hit points and resuming control over all undead. The new body appears within 5 feet of the phylactery.
[b][i]Arcane Decree (1/Week).[/i][/b] Once per week, Enkis can cast a spell that for the sake of spells by the likes of [spell]Counterspell[/spell] or other reactionary actions, counts as 10 levels higher than its actual level. If applicable, this spell also has a +15 to hit on top of its standard or its spell save DC is doubled. If possible, the spell will crit, and any effects are permanent until stopped by Enkis themselves.
[b][i]Undead Overlord.[/i][/b] Enkis is aware of any information an undead under their control are. Upon Enkis' demise, undead previously controlled by them fall under the effects of [spell]Greater Invisibility[/spell] and make their way to the location of Enkis' phylactery, if one exists. If Enkis is dead and their phylactery destroyed, all lesser undead conflagrate with the force of a 9th level [spell]Fireball[/spell].
[b][i]Spellweaver.[/i][/b] If Enkis succeeds a save throw vs a spell, or a targeted spell misses, Enkis can choose to redirect the effect at the caster.
[b][i]Nihility Field.[/i][/b] Enkis' central eye emits an invisible, magical 300-foot cone of negative energy. At the start of each of its turns, they decide which way the cone faces and whether the cone is active.
Any creature in that area can't regain hit points, and suffer under the effects of "Beheld". Any creature that dies there becomes a zombie under the Beholden's command. The dead creature 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.
[b][i]Beholder.[/i][/b] Any creature under the effects of "Beheld", when targeted by a spell cast by Enkis, suffer the effects of the spell as if it were cast 4 levels higher than it was. Any creature unable to become undead due to its effect instead is targeted automatically with [spell]Soul Cage[/spell].
[b][i]Paranoia.[/i][/b] At the beginning of Enkis' turn, they make a Wisdom (Perception) check.
[b][i]Precognition.[/i][/b] Enkis may use their Intelligence in place of any save imposed by a spell.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (5d6) piercing damage.
Eye Rays. Enkis shoots five of the following magical eye rays at random (reroll duplicates), choosing one to five targets it can see within 120 feet of it:
- 1. Charm Ray. The targeted creature must succeed on a DC 25 Wisdom saving throw or be charmed by Enkis for 1 hour, or until Enkis harms the creature.
- 2. Paralyzing Ray. The targeted creature must succeed on a DC 25 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.
- 3. Fear Ray. The targeted creature must succeed on a DC 25 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.
- 4. Slowing Ray. The targeted creature must succeed on a DC 25 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.
- 5. Enervation Ray. The targeted creature must make a DC 25 Constitution saving throw, taking 258 (64d8+2) necrotic damage on a failed save, or half as much damage on a successful one. If a creature dies in this manner, it is resurrected as an undead under Enkis' control.
- 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 25 Strength saving throw or Enkis moves it up to 60 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Enkis' next turn or until Enkis' is incapacitated.
If the target is an object weighing 600 pounds or less that isn't being worn or carried, it is moved up to 60 feet in any direction. Enkis can also exert fine control on objects with this ray, such as manipulating a complex tool or opening a door or a container.
- 7. Sleep Ray. The targeted creature must succeed on a DC 25 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 25 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 25 Dexterity saving throw or take 267 (66d8+3) 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 Huge or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Gargantuan or larger object or creation of magical force, this ray disintegrates a 30-foot cube of it.
- 10. Death Ray. The targeted creature must succeed on a DC 25 Dexterity saving throw or take 277 (55d10+2) necrotic damage. The target dies if the ray reduces it to 0 hit points. If a creature dies from this, and is humanoid, it is reanimated as a lich under Enkis' control. Its phylactery is a random object on the resurrected's body.
- 11. Auxiliary Rays. Every 15 rays shot by Enkis enables them to utilize their auxiliary rays. Should Enkis elect to use this feature, they may target up to 15 targets with a modified Magic Missile spell, dealing (1d6+6) Force Damage to each target.
[b][i]Bite.[/i][/b] [i]Melee Weapon Attack[/i]: [+6] to hit, reach 5 ft., one target. Hit: 17 ([5d6]) piercing damage.
[b][i]Eye Rays.[/i][/b] Enkis shoots five of the following magical eye rays at random (reroll duplicates), choosing one to five targets it can see within 120 feet of it:
[*][b][i]1. Charm Ray.[/i][/b] The targeted creature must succeed on a DC 25 Wisdom saving throw or be charmed by Enkis for 1 hour, or until Enkis harms the creature.
[*][b][i]2. Paralyzing Ray.[/i][/b] The targeted creature must succeed on a DC 25 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.
[*][b][i]3. Fear Ray.[/i][/b] The targeted creature must succeed on a DC 25 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.
[*][b][i]4. Slowing Ray.[/i][/b] The targeted creature must succeed on a DC 25 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.
[*][b][i]5. Enervation Ray.[/i][/b] The targeted creature must make a DC 25 Constitution saving throw, taking 258 ([64d8+2]) necrotic damage on a failed save, or half as much damage on a successful one. If a creature dies in this manner, it is resurrected as an undead under Enkis' control.
[*][b][i]6. Telekinetic Ray.[/i][/b] If the target is a creature, it must succeed on a DC 25 Strength saving throw or Enkis moves it up to 60 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Enkis' next turn or until Enkis' is incapacitated.
If the target is an object weighing 600 pounds or less that isn't being worn or carried, it is moved up to 60 feet in any direction. Enkis can also exert fine control on objects with this ray, such as manipulating a complex tool or opening a door or a container.
[*][b][i]7. Sleep Ray.[/i][/b] The targeted creature must succeed on a DC 25 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.
[*][b][i]8. Petrification Ray.[/i][/b] The targeted creature must make a DC 25 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.
[*][b][i]9. Disintegration Ray.[/i][/b] If the target is a creature, it must succeed on a DC 25 Dexterity saving throw or take 267 ([66d8+3]) 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 Huge or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Gargantuan or larger object or creation of magical force, this ray disintegrates a 30-foot cube of it.
[*][b][i]10. Death Ray.[/i][/b] The targeted creature must succeed on a DC 25 Dexterity saving throw or take 277 ([55d10+2]) necrotic damage. The target dies if the ray reduces it to 0 hit points. If a creature dies from this, and is humanoid, it is reanimated as a lich under Enkis' control. Its phylactery is a random object on the resurrected's body.
[*][b][i]11. Auxiliary Rays.[/i][/b] Every 15 rays shot by Enkis enables them to utilize their auxiliary rays. Should Enkis elect to use this feature, they may target up to 15 targets with a modified [spell]Magic Missile[/spell] spell, dealing ([1d6+6]) Force Damage to each target.
Legendary Actions
Enkis can take 5 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. Enkis regains spent legendary actions at the start of its turn.
Eye Ray. Enkis uses one eye ray.
Reinforce (recharge 5-6). Enkis teleports 1d4 undead within 1 mile to their location.
Spellcast. (1/turn, Uses 3 actions) Enkis casts a spell.
Arcane Domain (3/Day) (Uses 4 actions). Enkis Gains 5 foresight, which he can use to cast Counterspell or similar without a reaction or spell slot.
Arcane Rejuvination (Recharge 5-6) (Uses 3 actions). Enkis regains 9 levels worth of spell slots.
Enkis can take 5 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. Enkis regains spent legendary actions at the start of its turn.[b][i]Eye Ray.[/i][/b] Enkis uses one eye ray.
[b][i]Reinforce (recharge 5-6).[/i][/b] Enkis teleports [1d4] undead within 1 mile to their location.
[b][i]Spellcast. (1/turn, Uses 3 actions)[/i][/b] Enkis casts a spell.
[b][i]Arcane Domain (3/Day) (Uses 4 actions).[/i][/b] Enkis Gains 5 [i]foresight[/i], which he can use to cast [spell]Counterspell[/spell] or similar without a reaction or spell slot.
[b][i]Arcane Rejuvination (Recharge 5-6) (Uses 3 actions).[/i][/b] Enkis regains 9 levels worth of spell slots.
Details
Enkis, the Overlord of The Continent of Rot. Once a greater Beholderkin, they dreamt of perfection, and of cohesion. They dreamt of immortality, and of an end to their rampant paranoia. They dreamt of the apex of the arcane arts and sciences, and their dreams became reality through their telekinetic adamant fist. after a century, they set out on a conquest of the previously Githyanki ruled continent of Griffon, and brought every single living creature either to heel, to undeath, or to ruin. The world will itself refuses to work with Enkis, but has entered an accord; They stay on the newly christened Continent of Rot, and the world will keep the thrones away, allowing the mad ex-beholder to act as a guardian against invaders and other planes in exchange for a blind eye to their crazed experimentation. Rumors say that nowadays, they have achieved lichdom, yet the form somehow made them more sane than before. Those who wish to enter the continent and leave again must bring Enkis something they've never seen before, and in exchange, Enkis will bless them with Knowledge beyond mortal comprehension. Their pact with the world will enables the use of their own creation, the 10th level spell Decree, who none have witnessed and (un)lived to tell the tale. Despite their knowledge of the arcane, some think their potential is stunted due to the limitations of their physical form, but Enkis simply gains back what power he spends in mere moments. Enkis' vast knowledge not only allows for great personal strength, but those whom combat Enkis soon may find their own spells turned against them. Enkis, the Overlord of The Continent of Rot. Once a greater Beholderkin, they dreamt of perfection, and of cohesion. They dreamt of immortality, and of an end to their rampant paranoia. They dreamt of the apex of the arcane arts and sciences, and their dreams became reality through their telekinetic adamant fist. after a century, they set out on a conquest of the previously Githyanki ruled continent of Griffon, and brought every single living creature either to heel, to undeath, or to ruin. The world will itself refuses to work with Enkis, but has entered an accord; They stay on the newly christened Continent of Rot, and the world will keep the thrones away, allowing the mad ex-beholder to act as a guardian against invaders and other planes in exchange for a blind eye to their crazed experimentation. Rumors say that nowadays, they have achieved lichdom, yet the form somehow made them [i]more[/i] sane than before. Those who wish to enter the continent and leave again must bring Enkis something they've never seen before, and in exchange, Enkis will bless them with Knowledge beyond mortal comprehension. Their pact with the world will enables the use of their own creation, the 10th level spell [b]Decree[/b], who none have witnessed and (un)lived to tell the tale. Despite their knowledge of the arcane, some think their potential is stunted due to the limitations of their physical form, but Enkis simply gains back what power he spends in mere moments. Enkis' vast knowledge not only allows for great personal strength, but those whom combat Enkis soon may find their own spells turned against them.Shout outs: Stacey, bruschkin, Bobby Marr, Vincent Drone, thea musing, Stefku, Brian Nunziato, Garrett Smith, Matt Yates, Elisa Martinez, Ryan Flagg, JMartins, Jade Arrowood, Angelo Anderson, yoland katamari, Dave Walker, Rhonda Seiter, Alexa Hobusch, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, John Trent Dumproff, Lou Bliss, Pythor Sen, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Conall Reilly, keith oneal rogers, Cam Largent, Thaddeus Johnson, Siren, Donavan Guay, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Dani, Gundar Wez, Nahellion, Ben Pytlik, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Caio Mantovani Alves, Thobek, Aaron Teupe, Felix Schmäche, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Dylan Rintoul, KingHavok1217, Mx Charlie, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Justin Stensgard, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!