Large Aberration, Typically Chaotic Evil
Armor Class 17 natural
Hit Points 102 (12d10 + 12)
Speed 0 ft., Fly 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws CON +6, WIS +7, CHA +4
Skills Perception +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Lightning, Necrotic
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage.

Eye Rays. The Waxwork Beholder shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

  1. Confusion Ray. The target must succeed on a DC 14 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 14 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 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, with disadvantage if the Waxwork Beholder is visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a DC 14 Constitution saving throw, taking 20 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
  5. Withering Ray. The target must make a DC 14 Constitution saving throw, taking 11 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Upon a failed save, the target will also gain one level of exhaustion.
  6. Telekinetic Ray. The target must make a DC 14 Strength saving throw, or be moved up to 30ft in any direction.
    If the Target is an object weighing less than 300 pounds, it can be moved in any direction up to 30 feet

Waxy Physique. When the Waxwork Beholder takes fire damage, boiling wax bursts out around it. Any creature within 5 feet of the Waxwork Beholder must make a DC 14 Dexterity saving throw, taking 10 (2d8) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Magic Reistance. The Waxwork Beholder has advantage on saving throws against spells and other magical effects

Description

Creating models of Beholders is a risky business; you might know that it's not a real creature, but are you sure the model knows?

Monster Tags: Beholder

Habitat: UnderdarkUrban

General_Fondue

Comments

Posts Quoted:
Reply
Clear All Quotes