Large Aberration, Unaligned
Armor Class 14 (natural armor)
Hit Points 53 (8d10 + 10)
Speed 50 ft., Fly 20 ft. (hover)
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
13 (+1)
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages Deep Speech, Undercommon --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Hearing and Smell. The Beholf has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell.

Pack Tactics. The Beolf has advantage on an attack roll against a creature if at least one of the beholf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Antimagic Cone. The Beholf's central eye creates an area of antimagic, as in the antimagic field spell, in a 30-foot cone. At the start of each of its turns, the beholf decides which way the cone faces an whether the cone is active. 

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Eye Ray. Each beholf has a unique eye ray that it can shoot, at the start of an ecounter a d10 is rolled for each beholf to determine the eye ray it can use. The beholf can shoot its Eye ray as an action, choosing one to three targets it can see within 120 feet of it: 

  1. Charm Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be charmed by the beholf for 1 hour, or until the beholf harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 13 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 13 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 13 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. Enervation Ray. The targeted creature must make a DC 13 Constitution saving throw, taking  18(4d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekenetic Ray. If the target is a creature, it must succeed on a DC 13 Strength saving throw or the beholf moves it up to 30 feet in any direction. It is restrained by the ray's telekenetic grip until the start of the beholf's next turn or until the beholf is incapacitated
  7. Sleep Ray. The targeted creature must succeed on a DC 13 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 13 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 13 Dexterity saving throw or take 22 (5d8) 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 13 Dexterity saving throw or take 27 (5d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Monster Tags: Misc Creature

Habitat: ForestHill

Sutts

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