Large Aberration, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., Fly 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills Perception +12, Stealth +8
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Antimagic Cone. The Bewitching Eye's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, it decides which way the cone faces and whether the cone is active. The area works against the eye's own eye rays.

Embarrassed. The Bewitching Eye can become invisible at will, when invisible it only re-appears when hit by an attack. 

Jealousy. The Bewitching Eye can see through the eyes of any creature that is charmed by it.

Horrifying Visage. Each creature that has line of sight of the eye must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target is paralyzed instead. A frightened or paralyzed target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Eye's Horrifying Visage for the next 24 hours. 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) 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 120 feet 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 day hour, or until the eye harms the creature. The eye can have up to six creatures under its control, one for each of its eyestalks that can fire the Charming Ray. The eye can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
  2. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 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.
  3. Psychic Ray. The target must succeed on a DC 16 Intelligence saving throw or take 36 (8d8) psychic damage.
  4.  Aversion Ray. The targeted creature must make a DC 16 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls 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.
  5. 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.
Legendary Actions

The eye can take 3 legendary actions, 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 eye uses one random eye ray, either through himself or one of his servants.

Lair and Lair Actions

 

 

 

Monster Tags: Beholder

Habitat: Underdark

hesnov

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