Large Aberration, Neutral Evil
Armor Class 18 (natural armor, barkskin)
Hit Points 150 (15d10 + 75)
Speed 40 ft., (slither)
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws STR +6, INT +7, WIS +6
Skills Perception +12
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 20
Languages Abyssal, Common, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Wild Magic Cone. The contemplator's central eye creates an area of wild magic, as in the wild magic field spell, in a 150-foot-cone. At the start of each of its turns, the contemplator decides which way the cone faces and whether the cone is active. The area works against the contemplator's own eye rays.

Tree Stride (Natural Ability). The contemplator gains the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size (large). The contemplator must use 5 feet of movement to enter a tree. It instantly knows the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree it's in. The contemplator appears in a spot of its choice within 5 feet of the destination tree, using another 5 feet of movement. If it has no movement left, the contemplator appears within 5 feet of the tree it entered.

The contemplator can use this transportation ability once per round for the duration. It must end each turn outside a tree.

Actions

Multiattack. The contemplator makes three attacks, either a combination of Melee Attacks or it fires three Eye Rays.

Main Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6 +2) piercing damage.

Small Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 +2) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (4d4 +2) slashing damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (2d6 +2) bludgeoning damage. On a hit, the target must make a DC 14 Dexterity saving throw, on a failed roll the target becomes grappled. On each consecutive round, the target must succeed on a DC 14 Strength saving throw or be pulled 10 ft. toward the contemplator.

Eye Rays. The contemplator shoots three of the following magical eye rays at random, 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 contemplator for 1 hour, or until the contemplator harms the creature.
  2. Fear Ray. The targeted creature 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 effect on itself on a success.
  3. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  4. 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 contemplator 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 contemplator regains spent legendary actions at the start of its turn.

Eye Ray. The contemplator uses one random eye ray.

Lair and Lair Actions

A Contemplator's Lair

A contemplator's central lair is typically a spacious clearing or grove with high treetops, where it can move freely and use cover and trees to close distances quickly. A contemplator encountered in its lair has a challenge rating of 14 (11,500 XP).

Lair Actions

When fighting inside its lair, a contemplator can invoke wild magic to take lair actions. On initiative count 20 (losing initiative ties), the contemplator can take one lair action to cause one of the following effects:

  • A 50-foot square area of ground within 120 feet of the contemplator becomes covered in vines; that area is difficult terrain until initiative count 20 on the next round.
  • Trees within 120 feet of the contemplator sprout grasping vines until initiative count 20 on the round after next. Each creature of the contemplator's choice that starts its turn within 10 feet of such a tree 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 contemplator. One random eye ray of the contemplator shoots from that eye at a target of the contemplator's choice that it can see. The eye then closes and disappears.

The contemplator 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 contemplator'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 contemplator's lair sometimes feel as if they’re being watched when they aren’t.
  • When the contemplator sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on trees or stone might change subtly, an eerie trinket might appear where none existed before, harmless vines 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 contemplator dies, these effects fade over the course of 1d8 days.

Monster Tags: Beholder

Habitat: Forest

DigitalDex

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