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
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 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:
- 1. Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
- 2. 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.
- 3. 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.
- 4. 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.
- 5. Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
- 6. Telekinetic Ray: undefined
- 7. 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.
- 8. 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.
- 9. Disintegration Ray: undefined
- 10. Death Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
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.