Keen Sight. The Behooze has advantage on Wisdom (Perception) checks that rely on sight.
Eyes Everywhere. The Behoozer can't be flanked. Creatures can still take advantage against the Behoozer by other means.
Unstable. The Behoozer has resistance to every damage type except that caused by silvered weapons until the beggining of it's first turn.
Split. When a Behoozer that is Medium or larger is brought to 0 hit points as consequence of a non-silvered weapon attack that wasn't a Critical hit, it splits into four new Floating Eyeballs. Each Floating Eyeball has 13 hit points, AC of 13, and a new initiative. Each Floating Eyeball retains one of each eye rays from the original Behoozer, and can only fly up to 10 ft. and fire one sole ray on each of its turns. They share the same damage resistances and condition immunities as the Behoozer.
Pseudopod. Melee Weapon Attack: +1 to hit, 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage plus 6 (2d6). In addition, non magical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Eye Rays. The Behoozer shoots up to two of the following magical eye rays at random at one or two creatures it can see within 60 feet of it. It can use each ray only once on a turn.
1. Paralyzing Ray: The target 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.
2. Corrosive Ray: The target must succeed on a DC 14 Dextery saving throw or take 10 (3d6) Acid damage. In addition, non magical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
3. Noxious Ray: The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target takes 3 (1d6) poison damage at the beginning of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Wounding Ray: The target must make a DC 14 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Mind Shatter (Recharge 5-6). Both body and mind of the Behoozer are unstable: ever changing, unintelligible entities. When the body suffers, the mind breaks into a blast of maddening psyonic energy.
Once per round, if able, the Behoozer can use its reaction to blast a wave of psychic energy from its central eye in response to taking damage. Each creature within 10 feet must succeed a DC 14 Wisdom saving throw, or it takes 9 (4d4) Psychic damage and is Confused until the end of it's next turn. On a successful save, it takes only half damage and can act normally.
Description
Magic. The most versatile of the known arts, and also the most dangerous. Wherever the presence of arcane forces manifests, there shall be researchers pushing their limits in a dangerous and often disastrous endeavor. A Behoozer is the inconvenient result of an alchemical catastrophe. Born of attempts to channel transmutation and necromancy powers through extradimensional components, these more made than summoned creatures have little more than a vague recollection of their original type. A central eye of about 3 ft. in diameter occupies a third of the spherical body, which drips in a sticky and repulsive substance. Smaller orbs periodically burst from boiling bubbles throughout the body, orbiting around the creature to decay into an amorphous mass shortly thereafter. A draft of a mouth is partially blocked by the viscous substance that covers the Behoozer, showing an empty vacuum through filaments of slime. Thus, it can't bite. Instead, the Behoozer protrudes pseudopods of gooish ooze to reach and attack its enemies.
Volatile: The nature of the Behoozer is highly unstable and its own body behaves like a boiling mixture. Every hour, a Behoozer creates 1d4 + 1 new optical orbs, while another 1d4 orbs either decay and decompose, or are reabsorbed by the body. The odor of a Behoozer is ocher and strongly corrosive, making it impossible for the creature to hide its presence within an area of 120 ft. radius, even if it is invisible.
Delusions of Origin: Behoozers are possibly the least intelligent and most schizophrenic variant of Beholders. With no connection to the Outer Planes and little self-awareness, these creatures think of themselves as spontaneously generated deities and take control of their birthplace, usually killing the arcanist who inadvertently created the aberration. Some older Behoozers learn the ways and ambitions of their late projectors and take them for themselves, emulating a bizarre imitation of a scientist. Except for the Elders, a Behoozer is unable to communicate. The unstable nature of its mind, equivalent to that of the body, fuels the creature's delusions, and is capable of projecting hallucinations to any intelligent creatures through an epileptic spasm of thoughts.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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