Large Aberration, Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 67 (9d8 + 27)
Speed 20 ft., Hover
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws DEX +5, CON +6, CHA +5
Skills Perception +5
Condition Immunities Poisoned, Prone
Senses Darkvision 120, Passive Perception 15
Languages Deep Speech, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Drunkards Gaze. When a creature that can see the beerholder’s central eye starts its turn within 30 feet of the beerholder, the beerholder can force it to make a DC 14 Constitution saving throw if the beerholder isn’t incapacitated and can see the creature. A creature that fails the save experiences a feeling resembling a state of black-out drunkenness and is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the beerholder in the meantime, it must immediately make the save.

Beer Burp. When the beerholder is hit by more than 50 points of damage before its next turn, the beerholder releases a massive rank burp. Each creature within 10 feet of it must make a DC 14 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one.

Actions

Tankard. Ranged Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 9 (2d8) bludgeoning damage.

Eye Rays. The beerholder 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. Steal Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

  2. Fire Whiskey Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 8 (2d8) fire damage and 8 (2d8) poison damage on a failed save, or half as much damage on a successful one.

  3. Beer Hose Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the beerholder and have its speed halved until the start of the beerholder’s next turn.

  4. Chilled Ale Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 11 (2d10) cold damage and 11 (2d10) poison damage.

  5. Hangover 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.

  6. Last Call 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.

SirChipMcDip

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