Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 120-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.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 12 (2d8) 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:
1. Charm Ray. The targeted creature must succeed on a DC 14 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 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. Fear Ray. The targeted creature must succeed on a DC 14 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 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.
5. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 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 200 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 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. 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.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 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 non magical 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 5-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 27 (5d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
The beholder can take 1 legendary action, 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 beholder uses one random eye ray.
Description
In exceedingly rare cases, a beholder might experience a dream in which it sees itself in a mirror, or encounters several copies of itself, or imagines a sensation akin to what humanoids call multiple personalities. At such a time, the beholder's dream-birthing creates a beholder hive-a group of "newborns" that are identical to its own shape but smaller.
When the dreamer awakens, it treats the newborns as extensions of its own self in other bodies, and therefore isn't consumed with an urge to kill them. This united group of identical beholders doesn't truly have a hive intelligence, but their personalities and goals are so similar that they can predict and assume each others' behavior, much as especially close human siblings can. The original beholder is usually the dominant one and takes a leadership role. A hive consists of three to ten beholders, plus whatever minions they control.
Lair and Lair Actions
A 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 beholder encountered in its lair has a challenge rating of 7 (11,500 XP).
When fighting inside it 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:
• A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
• Walls within 120 feet of the 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 13 Dexterity saving throw or be grappled. Escaping requires a successful DC 13 Strength (Athletics) or Dexterity (Acrobatics) check.
• An eye opens on a solid surface within 60 feet of the beholder. 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.
The 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.
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Posted Mar 8, 2021wait the statblock is just a beholder
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Posted Mar 8, 2021So it would seem. That doesn't seem right.
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Posted Mar 8, 2021we got duped by a dupe
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Posted Mar 8, 2021NOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ANYTHING BUT THAT!!!!!!!!!!!!!!!!!!!!!!!
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Posted Mar 9, 2021Well actually it is designed to be a "smaller beholder". Volo's Guide to Monsters describes a "Beholder Hive" that involves several smaller Beholders, but has no stat block for it. And since having "3-10" Beholders would be ridiculous to fight, I created a stat block for an individual of a Beholder Hive.