Large Aberration, Neutral
Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 20 ft., if rolling , Fly 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
9 (-1)
Saving Throws INT +8, WIS +7, CHA +4
Skills Perception +12
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Time Dilation Cone. The beholder's central eye causes items, spells and people in a 150 ft cone to freeze in place for 1d4 rounds. People affected by the cone must make a DC 16 Wisdom save. 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.

Self Repair. If a eyestalk is destroyed it will retreat within the shell and undergo repairs. The stalks will regenerate within 1d4 rounds. Once they are repaired the construct will regain 3d6 hp and the use of the eye stalk.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Roll out. The beholder drops to the ground taking any relevant fall damage, and curls into a ball, rolling at high speeds in a 40 ft line. Everyone within that line must make a DC 15 Dexterity saving throw. On a failure they receive 24 (4d8+8) bludgeoning damage and are knocked prone, On a success they receive half 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 16 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 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.
  3. 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.
  4. 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.
  5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) 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 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.
  7. 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.
  8. Mute Ray. The targeted creature must make a DC 16 Wisdom saving throw or on a failure the creature is silenced for 1 minute. The target can repeat the saving throw at the end of each of it's turns, ending the effect on a success.
  9. Chaos Ray. The target is affected by an affect from the wild magic table.
  10. Rust Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or receive a -1 permanent and cumulative penalty to one piece of armor/clothing it is wearing. Armor reduced to an AC of 10 or a shield that drops to a +0 is destroyed.
Legendary Actions

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.

Description

This marvel of engineering was made using the brain and eye from a slain beholder. The brain was modified to keep it under the control of the pilot. Due to the shell and the methods used to craft it, it is more durable than the natural variant. The various eyestalks are able to cast some of the eye rays that the beholder was privy to in life, and to make up for it a few had to be created by using the technology available to the creator. Be warned, one of the eye stalks is faulty making the outcome unpredictable. Either created in the defense of a city, or used for destruction, this clockwork is able to provide either.

If you don't wish to use the standard wild magic table, I can provide one if needed.

Monster Tags: Beholder

Habitat: Underdark

RBentonDM

Comments

Posts Quoted:
Reply
Clear All Quotes