Bee Swarm. Any creature that starts its turn within 20 feet of the bee-holder must make a DC 15 Constitution saving throw or bee (bee pun 1) poisoned by swarms of bees on a failure. A creature within areas with two or more bee-holders makes the saving throw with disadvantage.
Terrible Eye. The 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 beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.
Honey Form. The bee-holder can move through a space as narrow as 1 inch wide without squeezing.
Action Name. The bee-holder makes three attacks: one with .
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., # target. Hit: 14 (4d6) piercing damage.
Stinger Shot. Ranged Weapon Attack: +11 to hit, range 30/60 ft., 1 target. Hit: 32 (4d12 + 6) piercing damage plus 17 (2d10 + 6) poison damage.
Eye Rays. The bee-holder 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 bee-holder 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. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic 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 beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the bee-holder’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 bee-holder 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 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.
- 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 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 non magical 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 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Bee Breath (Recharge 5-6). The bee-holder exhales a swarm of bees in a 60-foot cone. Each creature in that area makes a DC 19 Constitution saving throw or take 32 (4d12 + 6) piercing damage and bee (bee pun alert) poisoned. While poisoned, the target takes 9 (2d8) poison damage at the start of each of the bee-holder's turns. Any creature that drops to 0 hit points from this attack dies and revives as a chasme in the Abyss.
The bee-holder 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 bee-holder regains spent legendary actions at the start of its turn.
Eye Ray. The bee-holder uses one random eye ray.
Description
A bee-holder is a beholder made of honey that attracts bees.
" What in Armas is THIS! I must be dreaming."
-Hiarkhas the Brave, fighting a bee-holder in Shadaro's Dungeons Of Doom
Previous Versions
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