Large Aberration (Titan), Lawful Evil
Armor Class 19 (natural armor) +1 (Ring of Protection)
Hit Points 220 (22d10 + 88)
Speed 0 ft., Fly 30 ft. (hover)
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws INT +12, WIS +10, CHA +11
Skills Arcana +18, Deception +11, Insight +10, Intimidation +11, Perception +16, Persuasion +11
Damage Resistances Force, Lightning, Psychic
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision 120 ft., Truesight 60ft, Passive Perception 26
Languages All, Telepathy
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Antimagic Cone. Attxerhann'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, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

Legendary Resistance (3/Day). If Attxerhann fails a saving throw, it can choose to succeed instead.

 
Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage and 18 (4d8) lighting damage.

Eye Rays. Attxerhann 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 20 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 20 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 effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 20 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.
  4. Slowing Ray. The targeted creature must succeed on a DC 20 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 effect on itself on a success.
  5. Lighting Ray. The targeted creature must make a DC 20 Dexterity saving throw, taking 30 (6d8) lightning damage; two secondary targets within 30 feet of the primary target must make a DC 20 Dexterity or take 15 (3d8) lightning damage each.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 20 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.
  7. Sleep Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 20 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.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 20 Dexterity saving throw or take 55 (10d8+10) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw or take 70 (10d10+15) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Use Magic Item. Attxerhann uses the Wand of Fireballs or the Wand of Wonders. 

Legendary Actions

Attxerhann can take 4 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. Attxerhann regains spent legendary actions at the start of its turn.

Eye Ray. Attxerhann uses one random eye ray.

Bite attack. Attxerhann attacks a creature within reach with it's bite.

Wand Magic. Attxerhann uses on of it's Wand (only 1 charge).

Description

A large purple and black Beholder, covered with intricate green-pulsing/glowing runes (Tattoo of Magic Master). Attxerhann was once the beholder known as Haxhrhan, it was captured and experimented upon by the race of titans currently know as the Ancients. Near the end of the Gods War and before the Ancients were exiled, Arttalan the head researcher, fused his soul with Haxhrhan giving birth to the demi-god beholder Attxerhann. Unbeknown to Arttalan, the fusion between their strange souls fractured their minds causing them to lose all their memories previous to the fusion.

Four of it's eyestalks have magic rings around them.

  • Ring of Protection (rare), it's a silver and gold ring with an elaborated shield. You gain +1 to your AC.
  • Ring of Force Resistance (rare), a golden ring with a sapphire in the middle. You are resistance to Force damage.
  • Ring of Prestidigitation (rare), silver ring with runes embebed in gold. You can cast Prestidigitation as a bonus action.
  • Ring of Spell Turning (legendary), it's a gold and platinum ring with a rare reflecting gem (Marph's tear) in the center that resembles a small mirror. 

    You have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 (natural) for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Two of it's eyestalks are holding magic wands, each has 7 charges.

  • Wand of Fireballs (rare), a bronze wand with a ruby embebed at the top. You can use an action to expend 1 or more of its charges to cast the fireball  spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
  • Wand of Wonders (rare), a golden wand covered in small precious stones. You can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll [roll]1d100[/roll] and consult the following table to discover what happens.

 

D100 EFFECT
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

Lair and Lair Actions

Attxerhann’s Lair

Attxerhann’s central lair is an ancient ruin, a spacious laboratory from the Ancients (titans) with high ceilings. It was remodeled by Attxerhann and it's filled with several vertical passages that connect the different chambers of it's lair. If encountered in its lair, its challenge rating is 20 (25,000 XP).

Lair Actions

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

  • A 50-foot square area of ground within 120 feet of Attxerhann becomes difficult terrain until initiative count 20 on the next round, as a heavy magnetic force increases the gravity in the area.
  • Walls within 120 feet of Attxerhann 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 18 Dexterity saving throw or be grappled. Escaping requires a successful DC 18 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of Attxerhann. 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.
  • A 20-foot-radius sphere of total darkness (unaffected by the antimagic cone) appears within 60 feet of Attxerhann. 
  • Green energy surrounds Attxerhann, teleporting him up to 30 feet to an unoccupied space he can see.
  • Static energy fills the chamber, every creature suffers 1d10+6 lighting damage at the start of it's turn until initiative count 20 on the next round.

Attxerhann 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 30 miles of the Attxerhann's lair feel as if they’re being watched. It know the location of every creature within said radius.
  • When Attxerhann' sleeps, minor warps in reality occur within 30 miles of its lair and then vanish 48 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 Attxerhann dies, these effects fade over the course of 1d10 days.

Monster Tags: Beholder

Habitat: Underdark

Darkkner

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