Large Construct, Lawful Neutral
Armor Class 16 Natural armor
Hit Points 124 (8d10 + 80)
Speed 0 ft., Fly 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
20 (+5)
INT
4 (-3)
WIS
15 (+2)
CHA
1 (-5)
Saving Throws CON +8, WIS +5
Skills Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 20
Languages Understand the languages of it´s creator but can´t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Antimagic cone. The clockworks beholder central eye creates an area of antimagic, as in the antimagic field spell, in a 60 foot cone. At the start of each of it´s turns, the clockwork beholder decides which way the cone faces and wether is active. The area works against the clockwork beholder´s own eye rays.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 5 (1d8) piercing damage.

Eye Rays. The clockwork beholder shoots up to two of the following magical eye rays at one or two creatures it can see within 40 feet of it. It can use each ray only once on a turn.

  1. Paralyzing Ray. The target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1d4 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Slowing Ray. The target must succeed on a DC 12 Dexterity saving throw or it´s speed is reduce in half for 1d6 turns. The target also can´t take reactions. 
  3. Wounding Ray. The target must make a DC 15 Constitution saving throw, taking 20 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
  4. Telekinetic Ray. The target must be a Medium or smaller creature that must  succeed on a DC 17 strength saving throw or move 10 on a direction selected by the Clock work beholder
  5. Petrification Ray. The target must succeed on a DC13 Dexterity saving throw or be petrified for 1 minute. The target must make the aving throw at the start of it´s turns if the target succeed three times (Not necesarily one after another) the target stop been petrified.
  6. Mortal Ray. The target must succeed on a DC 13 Dexterity saving throw or sufer 36 (6d10) necrotic damage. If the target health points are reduce to 0 the criature dies. 
 

Description

A Clockwork Beholder is a magic contraction trying to imitate the deadliness of a  beholder — Many Artificers build this floating killing machines to sell them for protection or militaristic services. This demostration of arcane power and advance mechanism working togherther is far from been a perfect replica of a frightful Beholder but had been proven easier to control than a real one and more tough than a Zombie Beholder.

Previous Versions

Name Date Modified Views Adds Version Actions
3/27/2021 9:08:28 AM
9
1
1
Coming Soon

Monster Tags: Beholder

Habitat: Urban

MORYNquarion

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