Large Construct, Chaotic Evil
Armor Class 20 Plate
Hit Points 180 (15d10 + 76)
Speed 0 ft., Fly 20 ft.
STR
12 (+1)
DEX
14 (+2)
CON
18 (+4)
INT
22 (+6)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws INT +10, WIS +5
Skills Perception +12
Damage Immunities Poison
Condition Immunities Petrified, Poisoned, Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Antimagic Cone. The Clockwork Beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the Clockwork Beholder decides which way the cone faces and whether the cone is active. The area works against the Clockwork Beholder's own eye rays.

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

Actions

Buzz Saw. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 14 (2d10) slashing 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. Slowing Ray. The targeted creature must succeed on a DC 15 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.
  2. Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 10 (2d8) necrotic damage on a failed save, or half as much damage on a successful one.
  3. Telekinetic Ray. If the target is a creature, it must succeed on a DC 15 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.
  4. Sleep Ray. The targeted creature must succeed on a DC 15 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.
  5. Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 17 (4d8) 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.
  6. Death Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw or take 21 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
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.

Lair and Lair Actions

 

 

Monster Tags: Beholder

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