Large Aberration, Typically Lawful Evil
Armor Class 18 (natural armor)
Hit Points 273 (27d12 + 95)
Speed 30 ft., fly 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
20 (+5)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +12, INT +12, WIS +10, CHA +11
Skills Perception +15, Stealth +6
Damage Immunities Acid
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Draconic, Undercommon
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Actions

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 8) piercing damage plus 9 (2d8) acid damage.

Antimagic Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Every spell of 4th level or lower ends on creatures and objects of the dragon's choice in that area. A creature affected by this acid can spend an action to remove the acid, ending the anti-magic effects immediately. 

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. Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 18 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. Fear Ray. The targeted creature must succeed on a DC 18 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. Slowing Ray. The targeted creature must succeed on a DC 18 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. Enervation Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 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.
  7. Sleep Ray. The targeted creature must succeed on a DC 18 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.
  8. Petrification Ray. The targeted creature must make a DC 18 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 18 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 18 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
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

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • An earthquake caused by Zygarde rattles the lair. Roll 1d6. 1-4: A chunk of land bridge cracks and falls away. Any creature on the bridge must succeed on a DC 15 Dexterity saving throw or fall into the acid. 5: A stalactite falls and misses the party. 6: A stalactite falls near the party. Any creature within 10 ft. must succeed on a DC 15 Dexterity Saving throw, taking 1d12 bludgeoning damage and going prone on a failure, half as much damage on a success. 
  • A 20-foot-wide wave of acid crashes on a point the dragon chooses within 120 feet of it. Any creature in the wave when it appears must make on a DC 15 Dexterity saving throw, taking 10 (3d10) acid damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the residual acid takes 10 (3d10) acid damage.
  • 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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/6/2022 7:04:31 AM
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Coming Soon
1/6/2022 7:06:38 AM
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Coming Soon
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