Cone of Disease. The beholder's central eye creates a 30ft cone of necrotic energy. Targets in the cone take damage as if the 4th level spell blight was cast on them if they are within the cone at the start of the Corona-Beholder's turn. This has no effect if the target is immune to disease.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
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 feet of it:
- Disbelieving Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
- Coughing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute as your body is contently wracked by non-stop coughing. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 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.
- Slowing Ray. The targeted creature must succeed on a DC 16 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.
- Enfeeblement Ray. The targeted creature must make a DC 16 Constitution saving throw, On a failure, the target deals only half damage with weapon attacks that use strength for one 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. - Sleep Ray. The targeted creature must succeed on a DC 16 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.
- 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.
- Vampiric Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take (6d6) necrotic damage. The Corona-Beholder heals by the same amount of damage the target takes.
- Anti-Magic Ray. The Corona-Beholder still has the power of his anti-magic cone. Although weakened. This ray will automatically remove the magic of one beneficial magical affect or magical item on the target for 1d4 rounds.
The corona-beholder can take 2 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 corona-beholder uses one random eye ray.
Description
Some beholders find a kinship with bacteria and viruses and in time form a symbiotic relationship. The Corona-Beholder is one such variation.
The Corona-Beholder eschews the traditional anti-magic cone of its kin for one that kills most prey with just a glance. The only beings that seem to be able to exist near this creature are beings that themselves are diseased already or find kinship with disease. Oozes and slimes are common.
In fact to be even near these creatures can be fatal as they seem to breath pestilence itself into the land around it.
Lair and Lair Actions
A Corona-Beholder’s Lair
A corona-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 corona-beholder encountered in its lair has a challenge rating of 11
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:
- 1d4 gray ooze spawn from the remains of slime that covers the area around the lair, come to feed on the diseased remains left behind.
- Walls within 120 feet of the corona-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.
- Diseased Fog rises from the ground in a 15 foot radius around the corona-beholder. DC 16 constitution saving throw or fall to a random disease. Wearing a simple cloth mask reduces this DC by 10, wearing better protection continues to reduce this DC at DM discretion.
The corona-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 corona-beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within a few miles of the corona-beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- Within a few miles of the cornoa-beholder's lair is covered with a thick fog of pathogens. Taking a short or long rest within the fog will force DC 16 constitution saving throw or fall to a disease of the DM's choice. Wearing a simple cloth mask reduces this DC by 10, wearing better protection continues to reduce this DC at DM discretion.
- 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 corona-beholder dies, these effects fade over the course of 1d10 days.
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