Large Aberration, Typically Lawful Evil
Armor Class 18 natural
Hit Points 180 (19d10 + 76)
Speed 0 ft., Fly 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +7, WIS +6, CHA +7
Skills Perception +6
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Actions

Bite. Melee Weapon Attack: 4d6 piercing

Banana missiles: The banana beholder shoots one of its bananas at a target within 50 feet of it. 1d8+2 force damage. On a hit the target is knocked prone.

Eye Rays. The banana beholder shoots three of the following magical eye rays at one to three creatures it can see within 120 feet of it. It can use each ray only once on a turn.

  1. Confusion Ray. The target must succeed on a DC 13 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.
  2. Paralyzing Ray. The target 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 target 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, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a DC 16 Constitution saving throw, taking 45 (10D8) necrotic damage on a failed save, or half as much damage on a successful one.
  5. Slowing ray: The target must make a DC 16 constitution saving throw, or its speed is halved for 1 minute.
  6. Sleep ray: The target must make a DC 16 Constitution saving throw or it falls asleep. The creature awakens if it takes damage or another creature uses an action to wake it.
  7. Bananification ray: The target must make a DC 16 Constitution saving throw or its gains one level of banana land transformation sickness.
  8. Banana ray: The target must make a DC 16 constitution saving throw or its turns into a banana for 12 seconds.

Create Food and Water. The banana beholder magically creates enough food and water to sustain itself for 24 hours.

Reactions

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Legendary Actions

The banana beholder can make three legendary actions per long rest. It can only use one at the end of a creatures turn.

Eye ray: The banana beholder uses one of it's eye ray attacks.

Banana missiles: The banana beholder shoots one of its bananas at a target within 50 feet of it. 1d8+2 force damage. On a hit the target is knocked prone.

Description

The banana beholders are similiar to normal beholders, except they are all brown, green, or yellow and instead of eye stalks they have peeled bananas that float above their heads.

Monster Tags: Beholder

Habitat: Underdark

Draden_Halflood

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