There are indeed more typicaly male Kaiafax

They are known as the hexamet they don’t have human forms and they dont want to bother with playing nurse maid to star systems.

What the hexamet do is real simple the hexemet guard the other Kaifax

You never see them because they work around the far realm mostly but when they do arrive it is because there is an important kaiafax defending an important star system

And sometimes they just get bored and decide to wipe out slavery in a few neiboring galaxys.

Medium aberration, lawful good

Armor Class 16 (natural armor)

Hit Points 90 (9d10 + 36)

Speed 0 ft., fly 60 ft. (hover)

STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Int +8, Wis +7, Cha +8

Skills Perception +12

Condition Immunities prone

Senses darkvision 120 ft., passive Perception 22

Languages Deep Speech, Undercommon English, Common. Telepathy 120 feet

Challenge 7 (7,000 XP)


Actions



Eye Rays. The hexamet shoots two of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

Electro Ray. This ray shots out a lightning bolt as per the spell as cast by a 5th level caster dexterity save DC 16

Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the hexamet for 1 hour, or until the beholder harms the creature.
Paralyzing Ray. The targeted creature must succeed on a DC 16 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.

Fear Ray. The targeted creature must succeed on a DC 16 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.

Slowing Ray. The targeted creature must succeed on a DC 16 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.

Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder 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 beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Sleep Ray. The targeted creature must succeed on a DC 16 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

The hexamet can take 1 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 hexamet regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses one random eye ray.

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