Large Aberration, Typically Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., Fly 20 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills Perception +12
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Should-have-purchased-an-extended-warranty Cone. The Be-Holder's central eye creates an area of cacauphonus sound, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the Be-Holder decides which way the cone faces and whether the cone is active. The area does not work against the Be-Holder's own eye rays as it holds an extended warranty. This exemption also applies to anyone who has purchased an extended warranty from the Be-Holder.

Actions

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

Rays of Extension. The Be-Holder shoots three of the following magical rays of extension at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. You-Want-This Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the Be-Holder for 1 hour, or until the Be-Holder harms the creature. Upon the charm effect taking place, the target uses its reaction to hand over 300gp to the Be-Holder and purchase an extended warranty. If the target does not have 300gp, it does not receive an extended warranty and takes taking 36 (8d8) psychic damage with no save.
  2. Stop-And-Listen Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way experiences the uncontrollable urge to request others purchase an extended warranty, which imposes disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity for 1d10x10 hours. The target can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on itself on a success. The urge lasts until the time elapses.
  3. I-Will-Find-You Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature is frightened into purchasing a 300gp extended warranty from the Be-Holder as a reaction, entering into a loan agreement if it does not have the requisite gp. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Don't-Run 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 target uses it's reaction to ask others to purchase an extended warranty, and it can take either an action or a bonus action on its turn to make a persuasion check against another creature's insight in an attempt to have them purchase an extended warranty for 300gp. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. This-Hurts-You-More-Than-Me 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.
  6. Get-Over-Here Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the Be-Holder moves it up to 30 feet closer to itself. It is restrained by the ray’s telekinetic grip until the start of the Be-Holder's next turn or until the Be-Holder 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 Be-Holder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Dream-of-Warranties Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. While unconscious, the target dreams of extended warranties and must make a DC 16 Wisdom saving throw upon waking or spend its next action paying the Be-Holder 300gp. 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. Have-It-Your-Way 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 anoter creature donating 300gp to the Be-Holder on the target's behalf. The target does not receive an extended warranty, and must purchase one for an additional 300gp to receive its benefits.
  9. This-Hurts-Me-More-Than-You 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. A creature that has purchased an extended warranty is immune to this effect.
  10. I-Told-You-It-Would-Save-Your-Life 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. A creature that has purchased an extended warranty is immune to this effect.
Legendary Actions

The Be-Holder 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 Be-Holder regains spent legendary actions at the start of its turn.

Eye Ray. The Be-Holder uses one random eye ray.

Lair and Lair Actions

A Be-Holder's Lair

A Be-Holder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A Be-Holder encountered in its lair has a challenge rating of 14 (11,500 XP).

Lair Actions

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

  • A 50-foot square area of ground within 120 feet of the Be-Holder becomes slimy; that area is difficult terrain until initiative count 20 on the next round, and creatures can only use their movement to move closer to the Be-Holder.
  • Walls within 120 feet of the Be-Holder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the Be-Holder choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the Be-Holder. One random eye ray of the Be-Holder shoots from that eye at a target of the Be-Holder's choice that it can see. The eye then closes and disappears.

The Be-Holder 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

A region containing a Be-Holder's lair is warped by the creature’s unnatural presence and will to sell extended warranties, which creates one or more of the following effects:

  • Creatures within 1 mile of the Be-Holder's lair sometimes feel as if they’re being watched when they aren’t. They feel an uncontrolable urge to seek out and pruchase an extended warranty, but are not sure where to go to do so.
  • When the Be-Holder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly to reflect warranty policies, an eerie contract might appear where none existed before, harmless slime might coat a statue accompanied by a warning message and plea to buy an extended statue warranty, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.

If the Be-Holder dies, these effects fade over the course of 1d10 days.

Monster Tags: Beholder

Habitat: Underdark

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