Armor Class
13
(natural armor)
Hit Points
7
(1d4 + 7)
Speed
25 ft., Climb 20 ft.
STR
5
(-3)
DEX
15
(+2)
CON
9
(-1)
INT
4
(-3)
WIS
11
(+0)
CHA
9
(-1)
Saving Throws
WIS +2, CHA +1
Skills
Athletics +2, Nature +2, Perception +3
Senses
Passive Perception 16
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Eye Ray. The beholder shoots any two of the four following rays at one to two targets within 30 ft.
- Charm Ray. The targeted creature must succeed on a DC 16 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 12 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.
- Telekinetic Ray. If the target is a creature, it must succeed on a DC 11 Strength saving throw or the beholder moves it up to 15 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 150 pounds or less that isn’t being worn or carried, it is moved up to 15 feet in any direction. - Disintegration Ray. If the target is a creature, it must succeed on a DC 11 Dexterity saving throw or take 8 (2d8) 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 Medium 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.
Description
a beholder squirrel is almost indistinguishable from an average squirrel, save for its 4 sets of small eyes, 1 set of which at the normal eye position, the rest of which are along it's back.
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