Legendary Resistance (4/Day). If Barixis fails a saving throw, it can choose to succeed instead.
Negative Energy Cone. Barixis' central eye emits an invisible, magical 60-foot cone of negative energy. At the start of each of its turns, Barixis decides which way the cone faces and whether the cone is active. Any creature in that area cannot regain hit points.
Fire Absorption. Whenever Barixis is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Magic Resistance. Barixis has advantage on saving throws against spells and other magical effects.
Reconstruction (Recharges after a short or long rest). If Barixis would be reduced to 0 hit points, its current hit point total instead resets to 275 hit points and it regains all uses of its legendary resistance and any expended spell slots. Additionally, Barixis can use the options in the "Mythic Actions" section for one hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Barixis after its reconstruction occurs.
Rejuvenation. If Barixis has its phylactery, once destroyed it gains a new body in 1d10 days, regaining all of its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Barixis is a 20th-level spell caster. Its spellcasting ability is Charisma (Spell Save DC 26, +18 to hit with spell attacks). Barixis has the following spells prepared:
At will: counterspell (cast at 5th level)
9th level (4 slots): animate dead, dimension door, globe of invulnerability, dominate monster, power word kill
Unusual Nature. Barixis does not require food or drink.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 35 (4d10+13) piercing damage.
Psychic Barrage (Recharge 5-6). Ranged Weapon Attack: +16 to hit, range 60 ft., up to three targets. Hit: 68 (10d10+16) psychic 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:
- Charm Ray. The targeted creature must succeed on a DC 23 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
- Paralyzing Ray. The targeted creature must succeed on a DC 23 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.
- Fear Ray. The targeted creature must succeed on a DC 23 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.
- Slowing Ray. The targeted creature must succeed on a DC 23 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.
- Enervation Ray. The targeted creature must make a DC 23 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.
- Telekinetic Ray. If the target is a creature, it must succeed on a DC 23 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 500 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. - Sleep Ray. The targeted creature must succeed on a DC 23 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.
- Petrification Ray. The targeted creature must make a DC 23 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.
- Disintegration Ray. If the target is a creature, it must succeed on a DC 23 Dexterity saving throw or take 63 (14d8) 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. - Death Ray. The targeted creature must succeed on a DC 23 Dexterity saving throw or take 77 (14d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Spellcasting Awareness: Barixis can use two reactions each turn. These reactions are reserved for the use of counterspell.
Barixis 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. Barixis regains spent legendary actions at the start of its turn.
Eye Ray. Barixis uses one random Eye Ray.
Psychic Barrage Recharge. Barixis rolls to recharge its Psychic Barrage
Psychic Barrage (Costs 2 Actions, must be charged). Barixis uses its psychic barrage.
If Barixis' reconstruction trait has activated in the last hour, it can use the options below as legendary actions.
Telekinetic Ray. Barixis uses its Telekinetic Eye Ray
Sphere of Obliviation (Costs 2 Actions). Barixis engulfs one creature restrained by its Telekinetic Ray into its central eye. A creature engulfed in this manner must succeed on a DC 23 constitution saving throw or die. The target takes 82 (15d10) necrotic damage on a success, and is left prone in a space adjacent to Barixis.
Barixis also gains this additional lair action if encountered in its lair:
Greater Summon Skulls. Barixis summons a Death Tyrant into an unoccupied space within 60 ft. No more than two Death Tyrants can be summoned at one time by this action.
Description
Barixis is quite large in terms of a beholder - its green and blue metallic and scaly body is about 6 feet in diameter, with 4 long thin stalks sprouting ending in silvery eyes. It has a large sharp toothed grin and, most noticeably, a deep pit where its large central eye should be. Below its body, rudely grafted into its skin, are 8 adamantine legs, along with 2 additional adamantine stalks protruding from its body.
In life, Barixis was a powerful beholder with well developed arcane abilities. It sought out the power of immortality through magical means and was able to bind its soul to a phylactery, at the cost of never being satisfied with the death of others.In time many tried to kill the great Barixis, even piercing its eye to blind its, but with arcane skill it rebuilt its body and turned to magic to continue fighting and collecting souls.
After centuries of operating an arena and collecting the souls of those who fought to feed his phylactery, the arena slowly became its own domain, separated from the material plane, and there Barixis subjected his prisoners to endless battles, slowly feeding on their souls for eternity.
Lair and Lair Actions
Barixis' Lair
Barixis' lair is a den cluttered with the bones of the many that he has killed, scattered among the bones are it's many treasures, and pieces of its attempts at artificery. Deep under the piles of bones is buried Barixis' phylactery, which can be found after searching for an hour with a DC 30 investigation check. This check can be repeated for each additional hour of searching. It is left to the DMs discretion as to how to destroy the phylactery.
Lair Actions
When fighting inside its lair, Barixis can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Barixis can take one lair action to cause one of the following effects:
- Barixis summons 1d6 Flameskulls into unoccupied spaces within 60 ft. There can be a maximum of 8 flameskulls summoned at one time
- Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 23 Dexterity saving throw or be grappled. Escaping requires a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.
Barixis can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
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