Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-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: +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:
- Roar Ray. All creatures of your choice within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or become frightened of you until the end of your next turn.
- Math Ray. The targeted creature must succeed on a DC 16 Intelligence saving throw or be affected by the Confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Beauty Ray. The targeted creature must succeed on a DC 16 Charisma saving throw or be transformed into Cruel Eyes' ideal for of perfect beauty (DM's Discretion) 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.
- Tornado Ray. A line of Strong Wind 60 feet long and 10 feet wide blasts from Cruel Eyes in a direction towards the target. Each creature that starts its turn in the line must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from Cruel Eyes in a direction following the line. The gust also disperses gas or vapor, and it extinguishes Candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
- Brain Juice Ray. The targeted creature must succeed on a DC 16 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.
- Darkness Ray. Magical darkness spreads from a point centered on the target for 1 minute. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
- Wild Shape Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be polymorphed into a Beast of Cruel Eyes' choice. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 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.
- Hoof Ray. An ethereal giant horse hoof shoots in a 30 foot line from Cruel Eyes. All creatures within the line must make a DC 16 Strength saving throw or be knocked prone and take 1d10+4 bludgeoning damage.
- Augury Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be affected by the Augury spell and told exactly how bad of idea fighting Cruel Eyes Deville is. The Outcome of this Augury spell is always "Woe".
The beholder can take 3 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 beholder uses one random eye ray.
Lair and Lair Actions
A Beholder’s Lair
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 14 (11,500 XP).
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:
- 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 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 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.
Regional Effects
A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- 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 beholder dies, these effects fade over the course of 1d10 days.
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