Magic Resistance. The beholder has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The overseer’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:
At will: detect thoughts, mage hand, message
3/day each: mass charm, mass suggestion, major creation, globe of invulnerability, dispel magic, counterspell, dominate monster
1/day each: imprisonment, time stop
Bite. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 34 (4d12+8) piercing damage. Any attack roll that exceeds the number needed by 5 or more means the overseer has swallowed its target whole, unless the target is bigger than it.
While inside of its belly, the swallowed creature takes 19 (3d12) acid damage and 19 (3d12) bludgeoning damage at the beginning of each of the overseer’s turns. A creature inside the overseer, a creature is considered restrained.
Eye Rays. The Overseer shoots six of the following magical eye rays at random (reroll duplicates), choosing one to six targets it can see within 120 feet of it:
- Cold Ray. The targeted creature must must succeed on a DC 20 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
- Fire Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
- Confusion Ray. The target must succeed on a DC 20 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
- Dispel Ray. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, the beholder makes a Charisma check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
- Paralyzing Ray. The targeted creature must succeed on a DC 20 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 20 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.
- Lightning Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.
- Enervation Ray. The targeted creature must make a DC 20 Constitution saving throw, taking 36 (8d8) 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 20 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. - Domination Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or be charmed by the beholder until the start of the beholder’s next turn. This charm works like the Dominate Monster spell.
- Petrification Ray. The targeted creature must make a DC 20 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 20 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. - Death Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
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
A Beholder’s Lair
A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder 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:
- A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- 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 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 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.
The beholder 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 beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- When the beholder 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, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10 days.
Comments