Looking to see if someone can run this CR26 (i think it'd be around there) altered Beholder and tell me how it went.
This Beholder doesn't have a normal main eye instead it looks like a hole going into outer space (can see stars and nebulas).
Astral Beholder(large aberration)
AC 19 (natural) HP 456
Speed: Fly 30ft (hover)
STR+0 DEX+2 CON+4 INT+3 WIS+2 CHA+3
Saves: INT+11, WIS+10, CHA+11
Immunities: Prone
Senses: Darkvision 120ft, perception DC 22
Languages: Common, Undercommon, Deep Speech
Attacks
Multiattack. The Astral Beholder uses it’s Astral Eye, makes one Bite, and three Eye Rays each turn.
Astral Eye (150-foot cone). All creatures in the cone must succeed a DC 21 Intelligence Saving throw or have their soul pushed out of their body (which falls prone) 10 feet behind them. While in this form creatures cannot interact with any other creature in any way. A creature affected by this can move (fly) a distance equal to its intelligence score times 5, to re-enter their body they must use an action to make a DC 10 Intelligence check.
Bite (melee). +8 to hit, 8d6 piercing damage.
Eye Rays. The beholder can choose from the options below.
1. Charm Ray. The targeted creature must succeed on a DC 21 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 21 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 21 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 21 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 21 Constitution saving throw, taking 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 21 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.
7. Sleep Ray. The targeted creature must succeed on a DC 21 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 21 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 21 Dexterity saving throw or take 15d8 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.
10. Death Ray. The targeted creature must succeed on a DC 21 Dexterity saving throw or take 15d10 necrotic damage. The target dies if the ray reduces it to 0 hit points.
Legendary Actions
The Astral beholder can take 3 legendary actions, using an Eye Ray one at a time after another creature has finished it’s turn.
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Looking to see if someone can run this CR26 (i think it'd be around there) altered Beholder and tell me how it went.
This Beholder doesn't have a normal main eye instead it looks like a hole going into outer space (can see stars and nebulas).
Astral Beholder (large aberration)
AC 19 (natural) HP 456
Speed: Fly 30ft (hover)
STR+0 DEX+2 CON+4 INT+3 WIS+2 CHA+3
Saves: INT+11, WIS+10, CHA+11
Immunities: Prone
Senses: Darkvision 120ft, perception DC 22
Languages: Common, Undercommon, Deep Speech
Attacks
Multiattack. The Astral Beholder uses it’s Astral Eye, makes one Bite, and three Eye Rays each turn.
Astral Eye (150-foot cone). All creatures in the cone must succeed a DC 21 Intelligence Saving throw or have their soul pushed out of their body (which falls prone) 10 feet behind them. While in this form creatures cannot interact with any other creature in any way. A creature affected by this can move (fly) a distance equal to its intelligence score times 5, to re-enter their body they must use an action to make a DC 10 Intelligence check.
Bite (melee). +8 to hit, 8d6 piercing damage.
Eye Rays. The beholder can choose from the options below.
1. Charm Ray. The targeted creature must succeed on a DC 21 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 21 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 21 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 21 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 21 Constitution saving throw, taking 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 21 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.
7. Sleep Ray. The targeted creature must succeed on a DC 21 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 21 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 21 Dexterity saving throw or take 15d8 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.
10. Death Ray. The targeted creature must succeed on a DC 21 Dexterity saving throw or take 15d10 necrotic damage. The target dies if the ray reduces it to 0 hit points.
Legendary Actions
The Astral beholder can take 3 legendary actions, using an Eye Ray one at a time after another creature has finished it’s turn.