Anti magic cone.The Vampire Beholder's central eye creates an area of anti magic, as in the anti magic field spell, in a 150 ft cone. At the start of each of it's turns, the Vampire Beholder decides which way the cone faces and whether the cone is active. The area works against its own eye rays.
Regeniration. The Vampire Beholder regains 20 hit points at the start of it's turn if it has at least 1 hit point and isn't in sunlight or running water. If the Vampire Beholder takes radiant damage or damage from holy water this trait dose not function at the start of the Vampire Beholder's next turn.
Vampire weaknesses. The Vampire Beholder has the following flaws: Harmed by running water. The Vampire Beholder takes 10 acid damage if it ends its turn in running water. Sunlight hypersensitivity. The Vampire Beholder takes 10 radiant damage by it starts its turn in sunlight. While in sunlight, it has did advantage on attack rolls and ability checks.
Legendary resistance (3/day). If the Vampire Beholder fails a saving throw, it can choose to succeed instead.
Multiattack. The Vampire Beholder makes one bite and two eye ray attacks.
Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) piercing damage. Plus 10 (3d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampire Beholder regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this affect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a Vampire spawn under the Vampire Beholder's control.
Eye Rays. The Vampire Beholder shoots two of the following magical eye rays at random (reroll duplicates), choose one to three targets it can see within 120 feet of it:
1/ Paralyzing Ray. The target 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 affect on a success. 2/ Fear Ray. The target 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 affect on a success. 3. Slowing Ray. The target 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 affect on a success. 4. Enervation Ray. The target creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, half as much on a successful one. 5. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for one minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has on constructs and undead. 6. 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.
The Vampire Beholder can take 3 legendary actions, using the eye ray options. It can only take one eye ray actions at the end of each turn. The Vampire Beholder regains all legendary actions at the start of its turn.
Eye Ray. The Vampire Beholder uses one random eye ray.
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