Medium Aberration, Lawful Evil
Armor Class 17 Natural armor
Hit Points 163 (25d8 + 2)
Speed 0 ft., Fly 20 ft. Hover
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
19 (+4)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws STR +2, CON +4, INT +6, WIS +4, CHA +6
Skills Perception +12
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Prone
Senses Darkvision 120 ft, Passive Perception 22
Languages Deep Speech, Undercommon Deep Speech, Undercommon
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Camouflage. The camo beholder can take the form of any item within 20 feet of it.

Actions

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

Eye Rays. The Camo Beholder shoots three random eye rays, choosing one to three targets.

  1. Fire Ray. All targets in a 20 ft line take 20 fire damage.
  2. Stun Ray. Target is stunned for one round.
  3. Exploding Ray. Does 20 damage in a 10 ft radius from where it hits.
  4. Heal Ray. Heals itself for 1 damage.
  5. Slowing Ray. The targets speed is reduced by half for one minute.
  6. Poison Ray. The target takes 1 damage immediately and 2 damage at the start of each of their turns for the next minute.
  7. Electricity Ray. All targets in a 20-foot cone take 20 lightning damage 
  8. Necromancy Ray.  Revives any dead creature within 5 feet.

 

Legendary Actions

The Camo Beholder can take 3 legendary actions. It can take only one legendary action at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Eye Ray. The Camo Beholder uses one random eye ray.

 

Lair and Lair Actions

Illusory Trees. The landscape within one mile is covered with trees that are illusions. A DC 12 Wisdom save reveals these trees to be illusions.

Monster Tags: Beholderabberation

Habitat: CoastalDesertForestGrasslandHillMountainSwampUnderdark

LumpyShumpy

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