Large Aberration, Any Evil Alignment
Armor Class 9 (Beefy Flesh)
Hit Points 162 (17d10 + 68)
Speed 0 ft., Fly 20 ft. (Hover)
STR
10 (+0)
DEX
12 (+1)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills Perception +12
Damage Vulnerabilities Fire, Piercing, Slashing
Condition Immunities Prone
Senses Darkvision 120 ft, Passive Perception 22
Languages Deep Speech
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Beefy Body. If the beefholder takes 15 or more slashing damage from one attack roll a d6. On a 6 one of its eyestalks is cut off and it loses a random eyeray option, determined by the roll of a d8.

Carrion Cone. The beefholder's central eye affects any meat within a 150 foot cone. The beefholder determines the direction of the effect and whether it's active at the beginning of each of its turns.
Any corpse or unpreserved meat in the cone will transform into a beefbeast.

Fear of Fire. If the beefholder takes fire damage, it has disadvantage on attack rolls and ability checks, can only shoot one eyeray, and cannot use legendary actions until the end of its next turn.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

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

1. Hunger Ray. The targeted creature must succeed on a DC 16 wisdom saving throw or be consumed by a terrible hunger. It must attempt to eat any animal it can see, living or dead. If there is no other creature in sight it will attempt to eat itself, performing an unarmed attack every turn as it bites itself. The effect lasts until the creature succeeds its saving throw on the end of a subsequent turn.

2. Rot Ray. The targeted creature must make a DC 16 Constitution saving throw. On a fail it takes 55 (10d10) necrotic damage as it rots and spoils like old meat. On a success it only takes half damage. If the target is a plant, an ooze, or any other creature without flesh, such as a skeleton, it instead succeeds its saving throw and takes no damage.

3. Cow Ray. The targeted creature must make a DC 16 Intelligence saving throw. On a failure the creature believes itself to be a cow, dropping onto all fours and attempting to graze. The effect lasts until the creature succeeds its saving throw at the beginning of a subsequent turn.

4. Grill Ray. Ranged Spell Attack. +8 to hit, one target. Hit: 44 (8d10) fire damage, and the target is ignited. While ignited in this way a creature takes 14 (4d6) fire damage at the beginning of each of its turns until it or another creature takes an action to pat it down or it is submerged in water.

5. Indigestion Ray. The targeted creature must succeed on a DC 16 Constitution check or suffer incredible indigestion. On a failure they take 14 (4d6) poison damage and are poisoned and incapacitated for a minute as they uncontrollably spew waste from their mouths. They can repeat the saving throw on each of their turns, ending both conditions on a success. If they succeed the saving throw they take half damage and are only poisoned for a minute and can save against the poisoned condition at the start of each of their turns. 

6. Preservation Ray. Ranged Spell Attack. +8 to hit, one target. Hit: 11 (2d10) necrotic damage and gain one level of exhaustion as moisture is pulled from their body. If the creature is a plant, a water elemental, or some other creature made mostly or wholly up of water they instead whither and die instantly.

7. Gourmet Ray. The targeted creature must succeed on a DC 16 Charisma saving throw or become as enticing as a perfect meal. Any creature who can see them must make a DC 16 Wisdom saving throw. On a failure they are charmed and must spend their turn getting within melee range of the creature. If they cannot reach it they must use the dash action. Once within melee range they must make as many unarmed attack against the targeted creature as possible as they try and eat it. If they succeed their saving throw or are immune to being charmed they resist the targeted creature's allure. Both the targeted creature and any creatures charmed by it may attempt their saving throw again at the end of each of their turns.                                                                   

8. Steak Ray. The target must succeed a DC 16 Constitution saving throw or be transformed into a steak. If they fail they may only be restored by a remove curse spell or a wish spell.

Legendary Actions

The beefholder can take 3 legendary, 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 beholder regains spent legendary actions at the start of its turn. 

Eye ray. The beefholder uses one random eye ray. 

Description

Beholders can be affected in a variety of strange ways. Beholders that eat a ridiculous amount of beef shortly before going to sleep may suffer from strange dreams and the sweats as a result of their gluttonous gorging. To their horror, a beholder in such a situation will, upon awakening, find that they are made of beef, and all their wonderful powers now seem to revolve around the food and things associated with it. Such poor aberrations often find a fear of being eaten and becoming spoiled or rotting to their list of phobias. Responses to this can be varied, and could entail anything from seeking a serum to stop aging or decomposition, surrounding themselves only with creatures who have no mouths, or searching for a way to protect its meat-like skin. The madness of a beholder surely won't get any better with such a ludicrous form.

Lair and Lair Actions

Beefholders typically dwell in underground lairs they've created similar to their beholder kin. 

Lair Actions

On initiative count 20 (losing initiative ties), the beefholder takes a lair action to cause one of the following effects; the beefholder can’t use the same effect two rounds in a row:

  • A 50 foot square within 120 feet of the beefholder becomes soaked with grease; the beefholder casts the grease spell in that area that takes up a 50 foot square rather than a 10 foot square.
  • Walls within 120 feet of the beefholder sprout meaty appendages until initiative count 20 on the round after next. Each creature of the beefholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a succesful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. 
  • An eye opens on a solid surface within 60 feet of the beefholder. One random eye ray of the beefholder shoots from that eye at a target of the beefholder's choice that it can see. The eye then closes and dissapears.

Regional Effects

The region containing a legendary beefholder’s lair is warped by the creature's unnatural presence, which creates one or more of the following effects:

  • All bovine creatures within 1 mile of the beefholder's lair becomes unnaturally aggressive and attempts to attack any creature besides the beefholder and its beefbeasts. It will also be attracted to the beefbeast's lair. 
  • Creatures within 1 mile of the beefholder's lair sometimes feel as if they're being watched when they aren't. 
  • When the beefholder sleeps, minor warps of reality having something to do with beef occur within 1 mile of its lair and then vanish 24 hours later. Someone may hallucinate a pile of steaks where there are none, cows may become unnaturally muscular and bulls' horns may grow, chefs may find their stock has increased exponentially for seemingly no reason, and every sentient creature within the radius may gain a hankering for a grillout. These can only apply to natural surfaces, nonmagical objects that aren't one anyone's person, and minor aspects of a creature's behavior and appearance.

If the beefholder dies, these effects fade over the course of 1d10 days.

Monster Tags: Beholder

Habitat: Underdark

Jiirakai

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