Huge Aberration, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 480 (30d10 + 200)
Speed 30 ft., Walk 0 ft.
STR
10 (+0)
DEX
16 (+3)
CON
20 (+5)
INT
24 (+7)
WIS
18 (+4)
CHA
19 (+4)
Saving Throws CON +12, INT +14, WIS +11, CHA +11
Skills Arcana +14, Deception +11, Insight +11, Investigation +14, Perception +18
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Poisoned, Prone
Senses Darkvision 150, Truesight 30ft, Passive Perception 28
Languages Common, Deep Speech, Undercommon Common, Deep Speech, Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

 FREE ACTION: The Bananaholder loves to impart his wisdom upon others. On each of his turns, the Bananaholder will menacingly tout one banana fact out loud to his target, beginning with "DID YOU KNOW.... THAT":

  1. Bananas float in water because they are less dense in comparison.
  2. Bananas are one of the most popular fruits in the American diet.
  3. Bananas grow on plants that are officially considered an herb.
  4. The banana is actually classified as a berry.
  5. Bananas may be considered a mood enhancer because it contains the amino acid, tryptophan and Vitamin B6 that helps the body produce serotonin.
  6. The bananas we eat today, the Cavendish, are different from pre-1960s’ bananas, the Gros Michael, as those have been wiped out by “the panama disease.”
  7. Bananas can help lower blood pressure and protect heart health due to high potassium and low salt content.
  8. The inside of a banana peel can help relieve itching and inflammation, such as from bug bit or poison ivy.
  9. Bananas are great pre-workout snacks because they are loaded with potassium that aids in maintaining nerve and muscle function during work outs.
  10. The genetic similarity between a human and a banana is 60%.

Legendary Resistance (3/day). If the Bananaholder fails a saving throw, it can choose to succeed instead.

Magic Interfering Banana Cone. The Bananaholder central eye creates a 150-foot-cone of antimagic or wild magic, Bananaholder’s choice. At the start of each of its turns, the Bananaholder decides which cone is active, which way the cone faces, and whether the cone is active. If the antimagic cone is active the area is under the effects of an antimagic field spell. The area works against the Bananaholder's own eye rays. If the wild magic cone is active, then any creature that cast a spell of 1st-9th level within the area, must roll on the Wild Magic Surge Table in the PHB. The area does not work against the Bananaholder's own eye rays.

Magic Resistance. The Bananaholder has advantage on saving throws against spells and other magical effects.

Actions

Banana Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d8) piercing damage. On a hit, the target creature must makes a DC 20 Constitution saving throw, taking 28 (8d6) poison damage and be poisoned for 1 minute. While poisoned in this way the target deals half damage with weapon attacks that use Strength, and suffers from constipation. At the end of each of the target's turns, it can make a Constitution saving throw against the poison ending the effect on a success.

Banana Eye Rays. The Bananaholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to four targets it can see within 150 feet of it:

1. Be My Banana Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be charmed by the Bananaholder for 1 hour, or until the beholder harms the creature. While a creature is charmed in this way they suffer an insatiable craving for bananas.

2. Full Stomach Ray. The targeted creature must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute with the feeling of a stomach full of bananas. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Yellow Belly Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be frightened of anything banana shaped 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. Banana Feet Ray. The targeted creature must succeed on a DC 19 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. Mind Peeling Ray. The targeted creature must make a DC 19 Constitution saving throw, taking 48 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Banana Ray. If the target is a creature, it must succeed on a DC 19 Strength saving throw or the Bananaholder 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 600 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The Bananaholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Magnesium Rich Ray. The targeted creature must succeed on a DC 19 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. Petrification Ray. The targeted creature must make a DC 19 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.

9. Biodegradation Ray. If the target is a creature, it must succeed on a DC 19 Dexterity saving throw or take 60 (10d8 + 20) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray 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 Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw or take 66 (12d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

11. Banana Be-gone Ray. The target must succeed on a DC 19 Charisma saving throw or be banished for 1 minute in a harmless banana demiplane. While there, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. 

12. Confusion Ray. The target creature must succeed on a DC 19 Wisdom saving throw or be under the effects of the confusion spell for 1 minute. The target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The Bananaholder can take 3 legendary actions. He can take only one legendary action at a time and only at the end of another creature’s turn. The Bananaholder regains spent legendary actions at the start of his turn.

Bite Attack. The beholder uses its bite attack.

Eye Ray. The Beholder uses one random eye ray.

Mythic Actions

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

One glance at a Bananaholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose.

 

A Bananaholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy banana maw, while the smaller bananastalks that crown its body twist and turn to keep its foes in sight. When a Bananaholder sleeps, it closes its central eye but leaves its smaller eyes open and alert.

Xenophobic Isolationists. 

Enemies abound, or so every Bananaholder believes. Bananaholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Bananaholders always suspect others of plotting against them, even when no other creatures are around.

 

The disdain a Bananaholder has for other creatures extends to other Bananaholders. Each Bananaholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Bananaholders vary greatly in their physical forms, making conflict between them inevitable. Some Bananaholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others' stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two Bananaholders into lifelong enemies.

Eye Tyrant. 

Some Bananaholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master's behalf.

 
Alien Lairs. 

Because they refuse to share territory with others, most Bananaholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A Bananaholder's lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a Bananaholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a Bananaholder to float up and harry foes on the floor.

 

As alien as their creator, the rooms in a Bananaholder's lair reflect the creature's arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other Bananaholders, and magic items wrested from powerful foes. A Bananaholder judges its own worth by its acquisitions, and it never willingly parts with its treasures.

A Bananaholder's Lair. 

A Bananaholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A Bananaholder encountered in its lair has a challenge rating of 21 (11,500 XP).

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Bananaholder takes a lair action to cause one of the following effects; the Bananaholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row:

1. A banana opens on a solid surface within 90 feet of the Bananaholder. One random eye ray of the beholder shoots from that banana at a target of the Bananaholder choice that it can see. The banana then closes and disappears.

2. The Bananaholder creates a 20-foot-radius sphere of yellow, nauseating gas centered on a point inside the beholder’s lair. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

3. A 60-foot square area of ground within 150 feet of the beholder becomes covered in banana peels. When the area appears all creatures in the effects area must succeed on a DC 16 Dexterity saving throw or fall prone. Additionally, that area is difficult terrain until initiative count 20 on the next round.

4. Walls within 150 feet of the beholder sprout grasping banana appendages until initiative count 20 on the round after next. Each creature of the Bananaholder choice that starts its turn within 15 feet of such a wall must succeed on a DC 16 Dexterity saving throw or be grappled and restrained. Escaping requires a successful DC 16 Strength (Athletics) or Dexterity (Acrobatics) check.

Regional Effects

A region containing a Bananaholder's lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

Creatures within 3 mile of the Bananaholder's lair sometimes feel as if they’re being watched when they aren’t.

When the Bananaholder sleeps, minor warps in reality occur within 3 mile of its lair and then vanish 48 hours later. Marks on cave walls might change subtly, an eerie banana might appear where none existed before, harmless banana peels might fall around 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 2d10 days.

Monster Tags: Beholderabberation

Habitat: Underdark

Overzealyss

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