Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 120-foot-cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.
Attack Recharge. After attacking the Ancient Beholder must recharge its attack. Roll 1d20 at the end of its turn, 1-10 the recharge fails, 11-20 the attack recharges.
Behold Bubbles the Goldfish. The Beholder has a little ball of water with a goldfish in it. The goldfish name is Bubbles, and he has a small shark fin tied to his back.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6) piercing damage.
Crazy Eyes(Recharge 11-20). The beholder shoots one of the following magical eye rays at random, choosing one of targets it can see within 120 feet of it:
- Dead Eye. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 25 (5d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
- Eye of the old. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 20 (5d8) 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. - Eye of the night. The targeted creature must succeed on a DC 14 Wisdom saving throw or Blinded 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.
- Eye of Gem. The targeted creature must make a DC 14 Dexterity saving throw. On a failed save, the creature begins to turn to gemstone 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.
- Restful eye. The targeted creature must succeed on a DC 14 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.
- Eye of the nightmare. The targeted creature must succeed on a DC 14 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.
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