Hamund Handbook Volume 1
Eye Stalk Wand
Wand
Very Rare Requires Attunement
This wand has 5 charges. While holding this wand, you may
spend an action and 1 charge to shoot a magical ray of energy
at a target within 120 feet of you. The type of ray depends on
the type of beholder eye stalk that the wand was crafted from.
Consult the list below to find out what your wand does.
- Charm Ray. The targeted creature must succeed on a DC
16 Wisdom saving throw or be charmed by you for 1 hour,
or until you harm 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.
- Enervation Ray. The targeted creature must make a DC
16 Constitution saving throw, taking 8d8 necrotic damage
on a failed save, or half as much damage on a successful
one.
- Telekinetic Ray. If the target is a creature, it must succeed
on a DC 16 Strength saving throw or you can it up to 30 ft.
in any direction. It is restrained by the ray's telekinetic grip
until the start of your next turn or until you are
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 ft. in any direction. You 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 undead.
- Petrification Ray. The targeted creature must make a DC
16 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.
- Disintegration Ray. If the target is a creature, it must
succeed on a DC 16 Dexterity saving throw or take 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 nonmagical 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.
- Death Ray. The targeted creature must succeed on a DC
16 Dexterity saving throw or take 10d10 necrotic damage.
The target dies if the ray reduces it to 0 hit points.
This wand recovers 1d4 charges at dawn. When you use the last charge of the wand, there is a 10 percent chance that it crumbles into ashes and is destroyed.
Cost: 50000 gp