Antimagic Cone. The betrollder's central eye creates an area of antimagic, as the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the betrollder decides which way the cone is faces and whether the cone is active. The area works against the betrollder's eye rays.
Regeneration. The betrollder regains 10 hit points at the start of its turn. If the betrollder takes acid damage, this trait doesn't function at the start of the betrollder's next turn. The Betrollder dies only if is starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The betrollder makes three attacks: one with it's bite and two with its claws.
Bite. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage
Claws. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6+4) slashing damage
Eye Rays. The betrollder shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it:
1. Fear Ray. The target 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
2. 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 and action to wake it. This ray has no effect on constructs and undead.
3. Petrifaction Ray. The target 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.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw to make 45 (10d8) force damage. if this damage reduces the creature to 0 hit points, its body becomes a pile of fine grey dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Hugh or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
The betrollder 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's creatures turn. The betrollder regains spent legendary actions at the start of its turn.
Eye Ray. The betrollder uses one radon eye ray
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The betrollder has the lanky body of a typical troll, however it's head instead is that of a beholder. Though it only has four eye stalks, it still retains it's antimagic cone and regeneration abilities.
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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