Huge Aberration, Unaligned
Armor Class 15 (natural armor)
Hit Points 240 (20d12 + 100)
Speed 30 ft., Swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
22 (+6)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws INT +11, WIS +6
Skills Perception +4
Senses Darkvision 120ft., Passive Perception 17
Languages Deep Speech, Undercommon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Hold Breath. The beholdra can hold its breath for 1 hour.

Multiple Heads. The beholdra has five heads. While it has more than one head, the beholdra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the beholdra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The beholdra regains 10 hit points for each head regrown in this way. The beholdra can have, at most, ten heads at the same time.

Reactive Heads. For each head the beholdra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the beholdra sleeps, at least one of its heads is awake.

Eye Rays. The amount of heads determines how many different eye ray options the beholdra has. Each of its heads has only a single eye ray associated with it. The first head would have the Charm Ray, while the second head has a Telekinetic Ray and so on.

Actions

Multiattack. The beholdra makes three eye ray attacks that are available to it, and then continues to attack with the rest of its heads as bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Eye Rays. As part of its attack, the beholdra shoots three eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmedby the beholdra for 1 hour, or until the beholdra harms the creature.

2. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholdra moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholdra's next turn or until the beholdra 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 beholdra can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

3. Fear Ray. The targeted 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.

4. Paralyzing Ray. The targeted creature must succeed on a DC 16 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.

5. Slowing Ray. The targeted creature must succeed on a DC 16 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.

6.Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

7.Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain [Tooltip Not Found] 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 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.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) 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 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The beholdra can take 3 legendary actions, using the Eye Ray option below or multiple bites. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholdra regains spent legendary actions at the start of its turn.

Eye Ray. The beholdra uses one random eye ray.

Bite. The beholdra uses a bite attack.

Description

The beholdra is an experimental horror, created by the Abolethic Sovereignity to be the ultimate weapon of war. Difficult to control, these beasts have often been left behind in their madness to sing, or to scream at the darkness - Forever paranoid on their true purpose, and if their masters should return.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2021 12:08:01 PM
28
1
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Coming Soon

Monster Tags: Beholdermonstrosityaberration

Habitat: MountainSwampUnderdark

Hiidensukuinen

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