Dispel Magic Cone. The beholder's central eye casts the dispel magic spell in a 150-foot-cone. This effect is cast at 8th level.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The beholder triggers it's central dispel magic eye, and shoots one ray for each valid target within range of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
- Stunning Ray. The target creature must make a DC 16 Wisdom saving throw or become stunned. The effect lasts 1 minute, but the target may attempt a saving throw at the end of their turn to end the effect early.
- Rotting Ray. The target creature must make a DC 16 Constitution saving throw or take 8d10 necrotic damage, or half as much on a successful saving throw.
- Psionic Ray. The target creature must make a DC 16 Charisma saving throw or take 5d10 psychic damage, or half as much on a successful saving throw.
- Exhaustion Ray. The target creature must make a DC 16 Constituion saving throw or take a single level of exhaustion. This exhaustion lasts until the target can take a short rest. Levels of exhaustion stack, but all levels of exhaustion gained from this effect end on a short rest.
- Toxic Ray. The target creature must make a DC 16 Constitution saving throw or become poisoned and take 6d10 poison damage. On a successful save, the target is not poisoned, and take half damage. If the target becomes poisoned, they may attempt a saving throw on the end of each of their turns to end the condition, otherwise, it ends after 1 minute.
- 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. - Somnambulant Ray. The creature must make a successful DC 16 Constitution saving throw or fall unconscious. The target can make a save on the end of their turn to end the condition, and the condition ends if another creature spends an action to awaken them, or if they take any damage.
- Combustion Ray. The creature must make a successful DC 16 Dexterity saving throw or take 10d10 fire damage. If this takes the character to 0 hit points, the character is reduced to ash and dies. On a successful save, the combustion ray does no damage.
- Cryogenic Ray. The creature must make a DC 16 Constitution saving throw or take 10d10 cold damage. If this takes the character to 0 hit points, the character shatters and dies. On a successful save, the cryogenic ray does no damage.
- Force Ray. The creature must make a DC 16 Strength saving throw or take 10d10 force damage and be knocked prone. On a successful save, the target takes half damage.
Central Eye. The beholder's central eye casts counterspell at 6th level as a reaction.
The beholder 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 beholder uses one random eye ray.
Targeting (uses two actions). The beholder uses its eyes to calculate the path that one opponent is taking in combat. Until the end of the beholder's next turn, that target makes its saving throws at disadvantage.
Dispelling Burst (uses three actions). The beholder uses its central eye dispel magic effect.
Lair and Lair Actions
A Beholder’s Lair
A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’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 successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.
The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
Regional Effects
A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10 days.
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