Large Swarm of Medium beasts, Chaotic Evil
Armor Class 18
Hit Points 187 (25d10 + 50)
Speed 40 ft., Walk 40 ft., Burrow 20 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
6 (-2)
Saving Throws CON +9, INT +8, WIS +7
Skills Acrobatics +4, Religion +4
Damage Vulnerabilities Fire
Damage Resistances Poison
Damage Immunities Acid
Condition Immunities Frightened, Prone
Senses Truesight, Passive Perception 15
Languages Abyssal, Common Abyssal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

All too aware. Truesight and telepathy with 60ft., but blind outside of that range.

Spellcasting. The Chittering Mass is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). The Chittering Mass has the following spells prepared:
Cantrips (at will): Infestation, [spell name] 
1st level (3 slots): Alarm, Snare                                                                                                2nd level (3 slots): Hold Person                                                                                                      3rd level (3 slots): Animate Dead                                                                                                    4th level (3 slots): Giant Insect

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 ft. of it:

  1. Acid Ray. The targeted creature, and all creatures with five feet, must make a DC 14 DEX saving throw. On a success, playres must move up to ten feet in a direction of their choice into an unoccupied space outside of the area of effect. On a failed save, they must take 3d8+10 acid damage. For 1d4 turns afterwards, the area of effect is considered difficult terrain, and creatures moving through it must repeat the saving throw and take 1d8 acid damage on a failed save. 
  2. Paralyzing Ray. The targeted creature must succeed on a DC 14 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. Death Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
  4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) 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.
  5. 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 ft. 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 ft. 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.
  6. Petrification Ray. The targeted creature must make a DC 14 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.
  7. Sleep Ray. The targeted creature must succeed on a DC 14 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. Slowing Ray. The targeted creature must succeed on a DC 14 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.
  9. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  10. Prismatic Ray. The targeted creature must succeed on a DC 14 WIS saving throw or take 6d8+8 radiant damage and (roll 1d4 for status effect:)
    1. be blinded for 1d4 turns.
    2. be stuned for the next turn
    3. believe their equipment is on fire, as per the heat metal spell, but all the damage taken is psyechic 
    4. lose their sense of balance and be knocked prone. The target's speed drops to 0 and they must repeat the saving throw to stand. They may attempt this at the beginning of each turn.
Actions

Two Actions per turn

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (6d4) Piercing damage. The targetted creature must also make a DC 14 CON save or the spider's acid drool will reduce their armor class by one and poison them for 1d4 turns.

Impale.  Melee Weapon Attack: +5 to hit, reach 5 ft., 1-2 target. Hit: # (1d6 + 5) Piercing damage with an extra 2d6 on a nat 20. 

Reactions

Attack of Opportunity. The Chittering Mass can make an opportunity attack when a hostile creature that it can see moves out of its reach. The attack occurs right before the creature leaves its reach.

Legendary Actions

This creature can take three legendary actions per day, but only once per turn. 

Eye Ray. Chittering mass uses one random eye ray. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Even in the shadows, you can still hear it. A soft, shaking sound coming from its eight trembling, insectoid legs. The tips of which come down to sharp, spear-like points. On its alien, chitinous head is a myriad of differently colored, large, and disturbingly human-looking eyes that are constantly looking in different directions. All of which surround one, enormous, central eye in the front of its "face". The entirety of its black, dry body is lightly covered in large, thick, stiff, rigid hairs. Its teeth are like needles that seem capable of easily shredding flesh. Web fluid seems to be constantly oozing from its abdomen and spinnerets. An acidic drool drips from its hissing "mouth".

Lair and Lair Actions

Lair Actions

On initiative count # (losing initiative ties), the Chittering Mass takes a lair action to cause one of the following effects; the Chitter Mass can’t use the same effect two rounds in a row:

  • The depths of the Chittering Mass's lair are disgusting and frightening. Players must make a DC 14 WIS save or be stunned for their first turn
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary Chitter Mass’s lair is swampy and decrepit, which creates one or more of the following effects:

  • Nothing grows here. No animals make this place their home. They all avoid it and refused to go near it. This includes familiars. 
  • Enter a regional effect description.

If the Chittering Mass dies, these effects fade over the course of 4d6 days.

Monster Tags: Beholderabberationaberration

Arin8742

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