Gargantuan Aberration, Neutral Evil
Armor Class 23 (natural armor)
Hit Points 490 (25d20 + 240)
Speed 0 ft., fly 120 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
29 (+9)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws CON +12, INT +16, WIS +11, CHA +12
Skills Deception +11, Perception +20, Religion +14
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Psychic
Condition Immunities Charmed, Grappled, Prone
Senses Darkvision 120 ft., Truesight 90 ft., Passive Perception 27
Languages Abyssal, Common, Deep Speech, Undercommon
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Antimagic Cone. Xintrosium's central eye creates an area of antimagic, as in the antimagic field spell, in a 200-foot-cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against Xintrosium's own eye rays.

Eye Stalks. Each of Xintrosium's eye stalks act as individual Large creatures on their own. Each stalk has 45 hit points, an AC of 19, and the same condition immunities as Xintrosium. If an eye stalk needs to make a saving throw, it uses Xintrosium's saving throw bonus for the roll. Each stalk shoots one of Xintrosium's magical eye rays. If an eye stalk is destroyed, it regains 10 hit points at the end of Xintrosium's next turn if the beholder is still alive.

Innate Spellcasting (Psionics). Xintrosium's spellcasting ability is Intelligence (spell save DC 24). The beholder can innately cast the following spells, requiring no material components:

At will: guidance

3/day each: absorb elements, mass cure wounds, shield

2/day each: counterspell, dominate monster, heal

1/day each: feeblemind, mental prison, psychic scream

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

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

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (8d8) piercing damage.  If the target is a Large or smaller creature, it must succeed on a DC 23 Strength saving throw or be swallowed by Xintrosium. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the beholder, and it takes 24 (8d6) acid damage at the start of each of Xintrosium's turns. If Xintrosium takes 35 damage or more on a single turn from a creature inside it, the beholder must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 20 feet of the beholder. If Xintrosium dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Eye Rays. Xintrosium shoots four of the following magical eye rays at random (reroll duplicates), choosing one to four targets it can see within 400 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 24 Wisdom saving throw or be charmed by Xintrosium until the end of its next turn, or until the beholder harms the creature. While charmed in this way, the creature is incapacitated and has a speed of 0.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 24 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.
  3. Sickening Ray. The targeted creature must succeed on a DC 24 Constitution saving throw or gain three levels of exhaustion for 1 minute. The target can repeat the saving throw at the end of each of its turns, removing the levels of exhaustion caused by this ray on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 24 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. Draining Ray. The targeted creature must make a DC 24 Constitution saving throw. On a failed save, the creature takes 30 (10d6) necrotic damage and its Strength score is reduced by 1d4. The target dies if its Strength is reduced to 0. On a successful save, the creature takes half as much damage and its Strength score is not reduced. Xintrosium regains hit points equal to half the amount of necrotic damage dealt.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 24 Strength saving throw or Xintrosium moves it up to 60 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of Xintrosiun'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 45 feet in any direction. Xintrosium can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Severing Ray. The targeted creature must succeed on a DC 24 Charisma saving throw or take 36 (6d12) psychic damage, and if the creature is able to cast spells, it looses its ability to do so until the end of Xintrosium's next turn, as its connection to the weave is temporarily severed.
  8. Petrification Ray. The targeted creature must make a DC 24 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. Psionic Impairment Ray. If the target is a creature, it succeed on a DC 24 Intelligence saving throw, or take 50 (10d10) psychic damage. In addition, the creature becomes vulnerable to all damage and has disadvantage on saving throws against the effects of Xintrosium's eye rays until the end of the beholder's next turn.
  10. Compression Ray. The targeted creature must succeed on a DC 24 Strength saving throw or take 60 (20d6) force damage and become stunned until the end of its next turn as its body is constricted by a pulse of crushing arcane pressure. If the force damage reduces the creature to 0 hit points, its body completely collapses in on itself and explodes from pressure.
Legendary Actions

Xintrosium 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. Xintrosium uses one random eye ray.

Description

Powerful... devout... imperialistic... all of these words can be used to describe the son of The Great Mother, Xintrosium. Conceived as a conduit for establishing the goddess of beholder's influence on the material plane, Xintrosium, unlike other beholders, understands that it is not the most powerful of its kin- that would be its mother. Instead, it is loyal to its progenitor, and asserts dominance over other beholders, uniting them under its reign on its mother's behalf. Commanding battalions of aberrational creatures from its home in its personal demiplane, Xintrosium acts as a master of ordered chaos and persistently creates and executes plans to take over worlds one civilization at a time.

This oversized beholder has dark crimson flesh, and its central, pitch black eye moves at unnatural speeds, its glowing maroon pupil sending an antimagic cone wherever it looks. Its gargantuan, toothy maw is large enough to swallow six or seven beholders, and each of its eye stalks twitch and look around as if they were their own, individual creatures. Some of the eye stalks create beams that cause similar effects to the eye beams of other beholders, but some have been enhanced or changed completely, making Xintrosium's arsenal more versatile, and deadly. 

Beholder Lord. Most beholders are able to discern the great power that Xintrosium holds over their entire kin, and reluctantly submit themselves to its dominion when commanded to do so. Those that remain obstinate are destroyed or eaten by Xintrosium as an example of what happens to those that dare question its authority. Xintrosium also holds power over lesser aberrational creatures, and will often form pacts with other powerful and otherworldly entities such as Illithids and Gith. These agreements usually involve sieging the material plane with multiple armies of both parties.

Cults that worship The Great Mother recognize Xintrosium as her direct spawn, and follow its orders unquestioningly, hoping to gain favor in the beholder lord's eyes and grow closer to their ideals of perfection that they see in beholderkind. These cults ritualistically create veils in the material plane through which Xintrosium can extend its vision.

Aberrational Imperialist. Xintrosium, like the rest of its kind, sees other creatures as crude and abhorrent, and seeks to cleanse worlds of these lesser beings, and replace their civilizations with empires for The Great Mother, the eldritch matron deity of beholderkind. The Great Mother created Xintrosium as a cleric of her chaotic will, and uses it as a means of creating a dominion of insanity over which she could have complete rule. For this reason, Xintrosium is one of the only beholders to whom The Great Mother granted the ability of spellcasting. Xintrosium will never cease its imperial campaign until its objective is finalized.

Otherworldly Conqueror. When Xentrosium is able to temporarily come to the material plane via occultist summoning to lead wars on civilization, it, like its mother, has the power to make other beholders priestesses of the The Great Mother, granting them heightened power and authority. This helps Xentrosium more efficiently send its servants to lead battles in its stead.  

When Xentrosium targets a world to conquer, it will initiate warfare by sending meteor-like capsules that contain battalions of aberrational creatures under its regimen to the world. These battalions then begin the process of creating veils for Xentrosium to see and command through, and opening portals through which Xentrosium can send even more of its army through. By the time the society of the world begins preparing itself for war, it is usually already too late.

"Beholders have one thing in common... they all believe they are the very height of their kind, and that they needn't take orders from any other entity. However, Xentrosium is the only beholder that can strike enough fear into the hearts of other members of its kind that causes them to second guess this prospect, and force them to submit to its will. Xentrosium is the exception, and frankly, that terrifies me on fundamental level."

— Doctor X, practitioner of the arcane sciences

 

Lair and Lair Actions

Xintrosium's lair

Xintrosium encompasses the huge, demiplanar cavern in which is resides. Its myriad of eye stalks curl up around the numerous sections of stone islands that are scattered throughout the cavern, each focusing on scrying on the outside world through the clairvoyant lenses that have been created by the beholder's followers.

Lair Actions

When fighting inside its lair, Xintrosium can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:

  • The surfaces of all of the stone islands flash a light purple glow and produce a pulse of teleportation magic. Each creature on each of the stone islands in Xintrosium's lair is teleported to the center of a different island of the beholder's choice.
  • An ambient flow of negative energy spreads throughout the entire cavern until initiative count 20 on the round after next. While this energy flows throughout its lair, Xintrosium can choose to reverse the effects of any healing magic that it can see. If the healing magic normally restores hit points, the beholder can cause the magic to inflict damage instead of restoring hit points. The damage equals the hit points the magic would have restored.
  • An eye opens on a solid surface within 300 feet of Xintrosium. One random eye ray of Xintrosium shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.

Xintrosium can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

Regional Effects

The region containing Xintrosium's lair is shrouded by the beholder's aberrational magic and psionic mysticism, which creates one or more of the following effects:

  • Divination spells cannot penetrate Xintrosium's lair and cannot be used to see into its demiplane. All divination based vision is censored completely when it involves Xintrosium or its lair.
  • Spells that involve teleportation or a shifting between planes cannot be used to enter Xintrosium's lair unless the beholder allows it. Xintrosium knows when such magic is used to attempt to reach it in its lair.

If Xintrosium dies, these effects fade immediately, as the demiplane vanishes from existence.

Previous Versions

Name Date Modified Views Adds Version Actions
9/16/2021 3:11:36 AM
16
0
1
Coming Soon
11/26/2021 8:56:00 AM
15
0
2
Coming Soon

Monster Tags: Beholder

Habitat: Underdark

Lightning_Hood

Comments

Posts Quoted:
Reply
Clear All Quotes