Huge Aberration, Chaotic Evil
Armor Class 18 Natural
Hit Points 185 (20d10 + 80)
Speed 20 ft., Walk 40 ft., Climb 20 ft.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +9, INT +9, WIS +8, CHA +9
Skills Intimidation +18, Perception +24
Damage Vulnerabilities Lightning
Damage Resistances Psychic
Condition Immunities Prone, Stunned
Senses Truesight 120 ft., Passive Perception 18
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Antimagic Cone. The Certus beholder's central eye creates an area of antimagic, as in the antimagic field  spell, in a 150-foot-cone. At the start of each of its turns, the Certus beholder decides which way the cone faces and whether the cone is active. The area works against the Certus beholder's own eye rays.

Actions

Multiattack. The Certus Beholder makes two bite attacks or one claw attack, then use it's eye rays.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (6d6) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (8d6) slashing damage.

Eye Rays. The Certus 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 16 Wisdom saving throw or be charmed by the Certus beholder for 1 hour, or until the beholder harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 16 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 16 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 16 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. Certus Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (10d8)lightning 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 16 Strength saving throw or the Certus beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the Certus beholder’s next turn or until the Certus 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 Certus 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 16 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 16 Dexterity saving throw. On a failed save, the creature begins to turn to steel 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 16 Dexterity saving throw or take 45 (12d8) 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 16 Dexterity saving throw or take 55 (12d10)necrotic damage. The target dies if the ray reduces it to 0 hit points.
Legendary Actions

The Certus 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 Certus beholder regains spent legendary actions at the start of its turn.

Eye Ray. The Certus beholder uses one random eye ray.

Skitter. The Certus beholder moves up to half it's walking speed.

Spectral Spike (Costs 2 Actions). The Certus beholder calls up the earth to strike an enemy of it's choice. A massive spike erupts from the ground. Each creature within 10 ft. of the origin must succeed on a DC 20 Dexterity saving throw or take 18 (2d10 + 6) piercing damage and be knocked prone.

Description

One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose.

However, if a beholder comes into contact with the Certus Trance, they undergo a transformation that leaves them with four, mechanical, spider-like legs on the bottom of their spherical body. Not only that, but their eyes become as red as a death tyrant's, and two of their eyestalks have the eye replaced by an arm with a horrible claw at the end.

They seem no more dangerous than a regular beholder, but they are much worse. Do not engage in conflict with one unless absolutely necessary.

Lair and Lair Actions

A Certus beholder’s central lair is typically a massive sinistone Citadel, where it can attack without needing to engage at melee range. A Certus beholder encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

When fighting inside its lair, a Certus beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Certus 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 Certus beholder becomes filled with tentacles; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the Certus beholder sprout blinding orbs of light until initiative count 20 on the round after next. Each creature of the Certus beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 17 Constitution saving throw or be blinded. 
  • A red eye opens on a solid surface within 60 feet of the Certus beholder. One random eye ray of the Certus beholder shoots from that eye at a target of the Certus beholder’s choice that it can see. The eye then closes and disappears.

The Certus 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 Certus beholder’s lair is warped by the creature’s Terrifying presence, which creates one or more of the following effects:

  • Creatures within 2 miles of the Certus beholder’s lair sometimes feel as if they’re being watched when they aren’t.
  •  Any living creatures that were within 5 miles of the Certus beholder's arrival become mechanical and under the Certus beholder's true control. True control includes: actions, appearance, shape, and alignment.
  • The region within 5 miles of the Certus beholder’s lair is warped in terrible ways. Eyes through which the Certus beholder can see through sprout up from the ground. All plant life becomes cursed and overgrown, taking on a grayish hue. Water becomes molten steel, and boulders become so jagged and sharp that they are considered to be untouchable. 

If the Certus beholder dies, these effects fade over the course of 1d20 days (With the exception of the transformed creatures).

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2021 3:49:19 PM
0
1
1
Coming Soon
1/27/2022 10:37:36 PM
14
2
1
Coming Soon
1/27/2022 10:39:38 PM
11
1
1.1
Coming Soon

Monster Tags: Beholder

Moonwhisper45

Comments

Posts Quoted:
Reply
Clear All Quotes