Beholder

Aberration , Lawfull Evil

Armor Class: 18 (natural armor) Hit Points: 122 (19d8) Speed: walk: 0 sqr. (0m), fly: 4 sqr. (6m) (hover)

Skills: perception: +12 Languages: Deep Speech, Undercommon Passive Perception: 22 Proficiency Bonus: 5

STRDEXCONINTWISCHA
10 (+0)14 (+2)18 (+4)17 (+3)15 (+2)17 (+3)
Actions

Bite: melee attack +5 to hit, reach 1 sqr. (1.5m), one target. 28 (7d6) piercing damage. Eye Rays: The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 24 sqr. (36m) of it:

Legendary

This creature can take 3 legendary actions. It can take one legendary action at a time at the end of another’s creatures turn. This creature regains spent legendary actions at the start of it’s turn. Eye Ray: The beholder uses one random eye ray.

Lair Actions

On initiative count 20 (losing initiative ties), the beholder can use one of the following lair actions. It can’t use the same effect two rounds in a row: Eye of Malice: One of the beholder’s eye rays fires from a random location in its lair, targeting a creature the beholder can see within range of its lair. Twisting Hallways: The beholder magically alters the layout of its lair, shifting walls, closing passageways, or opening new ones. All creatures within the lair must succeed on a DC 15 Intelligence saving throw or become disoriented, treating all directions as random for 1 round. Lingering Gaze: The beholder focuses its anti-magic cone in a specific area of its lair for 1 minute, suppressing magical effects and disabling magic items within that area. The beholder can still use its eye rays outside the cone.