Antimagic Sphere. The Behelder Brain creates an area of antimagic, as in the antimagic field spell, in a 60-foot-sphere centered on itself. At the start of each of its turns, the Behelder Brain decides whether the sphere is active. The area works against the Behelder Brain's own eye rays.
While the sphere is active, the Behelder Brain acts as though affected by the incapacitated condition and its speed is 0. While in this state, the Behelder Brain regains 22 4d10 Hit Points at the end of its turn.
Innate Spellcasting. The Behelder Brain's innate spellcasting ability is Intelligence (spell save DC 20). The Behelder Brain can innately cast the following spells, without providing material components:
At will: Detect Thoughts, Misty Step
Legendary Resistance (3/Day). If the Behelder Brain fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Behelder Brain has advantage on saving throws against spells and other magical effects.
Psychic Touch. When the Behelder Brain is hit with a melee attack, the attacker's mind is invaded with whispers from the Behelder Brain's many minds, and takes 2 (1d4) psychic damage. This cannot be reduced in any way.
Telepathic Hub. The Behelder Brain hears whispers of the thoughts of any creature within a mile of it, and it can use its telepathy to initiate and maintain telepathic conversations with up to ten willing creatures at a time. The Behelder Brain can let those creatures telepathically hear each other while connected in this way.
Tentacle. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 14 (4d6) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 18) and and takes 15 (2d8 + 6) psychic damage at the start of each of its turns until the grapple ends. The Behelder Brain can have up to four targets grappled at a time.
Bite (Hover only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage and 14 (4d6) psychic damage.
Mind Blast (Recharge 5-6). The Behelder Brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 20 Intelligence saving throw or take 39 (7d10) and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Rays (Hover only). The Behelder Brain shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within range. +10 to hit, reach 120 ft., one target. A creature cannot be targeted by multiple Eye Rays at one time.
- Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the Behelder Brain for 1 hour, or until the Behelder Brain harms the creature.
- Paralyzing Ray. The targeted creature must succeed on a DC 18 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.
- Banishing Ray. The targeted creature must succeed on a DC 18 Charisma saving throw or be banished for 1 minute, as in the banishment spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return without other magical means.
- Slowing Ray. The targeted creature must succeed on a DC 18 Constitution 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.
- Imprisoning Ray. The target must succeed on a DC 18 Intelligence saving throw or suffer the effects of the mental prison spell (Look it up). Regardless whether the target succeeds or fails, they take 27 (5d10) psychic damage.
- Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or the Behelder Brain moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the Behelder Brain’s next turn or until the Behelder Brain 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 Behelder Brain can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. - Sleep Ray. The targeted creature must succeed on a DC 18 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.
- Enfeebling Ray. The targeted creature takes 14 (4d6) psychic damage and must make a DC 18 Intelligence saving throw. On a failure, the creature becomes feebleminded, as in the feeblemind spell. The creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
- Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Constitution 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 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. - Death Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
When the Behelder Brain is encountered for the first time, it will be Dormant, sitting motionless in large pool of psychic fluids to keep itself and its brains moisturized, effectively incapacitated. Because the creature is vain and believes itself to be the most superior being in existence, it will remain motionless until its protective crust has been damaged.
The Behelder Brain can take 2 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Behelder Brain regains spent legendary actions at the start of its turn.
Regeneration. The Behelder Brain regains 11 (2d10) Hit Points.
When the Behelder Brain's hit points drops to zero for the first time while in its Dormant state, it regains all lost hit points and becomes Awakened. The outer crust cracks and falls apart as the Behelder Brain slowly hovers out of the pool.
The Behelder Brain can take 4 mythic actions, using the options below. It can take only one mythic action at a time and only at the end of another creature’s turn. The Behelder Brain regains spent mythic actions at the start of its turn. The Behelder Brain cannot use a mythic action at the same time as a legendary action.
Eye Ray. The Behelder Brain uses one random eye ray.
Misty Step. The Behelder Brain casts the Misty Step spell and can make one Tentacle or Bite Attack.
Break Concentration (Costs 3 Actions). The Behelder Brain targets a creature within 120 feet of it with which it has a psychic link. The Behelder Brain breaks the creature's concentration on a spell it has cast. The target also takes 1d6 psychic damage per level of the spell.
Description
Beholder's are infamous for their astonishing intellect and powerful paranoia. Their crave for knowledge occasionally drives even the most rational of beholders to madness. When a beholder hears of the mind flayers ability to learn knowledge from consumed brains, they may attempt to replicate this unique ability.
A war between a beholder and a hive of mind flayers usually results in the obliteration of the singular beholder, with the Elder Brain and collective hive overwhelming the spherical abomination. However, there is one known instance of the beholder's victory, resulting in the terrifying Behelder Brain. Fusing the masses of brains and flesh to its own body, the beholder gains the experience and knowledge of the Elder Brain. It's psychic abilities know few rivals, and it is believed to be the most intelligent mortal creature on any given plane of existence.
The Beholder Brain notoriously destroys even the most zealous of followers, unless a creatures worship serves a greater purpose. It is known for dominating creatures to bend to its will before devouring the creature to gain the creature's knowledge and experiences.
None have lived to speak of this terrifying creature, and all research is highly theoretical. The most quoted evidence is a cacophony of aggressive whispers entering a person's mind at one, causing them to go nearly insane. This occurred near a known mind flayer Elder Brain nest under a mountain, and there were rumors of an ancient beholder, once dormant now awoken. As the whispers began, sightings of these mind flayers diminished, and one can only speculate on what occurred below.
Lair and Lair Actions
A Behelder Brain’s Lair
A Behelder Brain’s central lair is typically a large, spacious room with high ceilings, where it where it rests within a container, possibly previously used to hold an Behelder Brain. Upon feeling threatened, the Behelder Brain will fly out of the container and move in a similar fashion to a beholder. A Behelder Brain encountered in its lair has a challenge rating of 18 (20,000 XP).
Lair Actions
When fighting inside its lair, a Behelder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Behelder Brain can take one lair action to cause one of the following effects:
Dormant Lair Actions
- All creatures the Behelder Brain chooses within 120 feet of the Behelder Brain must make an DC 16 Intelligence saving throw. On a failure, the immediate terrain around the creature appears to shift and move, attempting to restrain the creature. All area is considered difficult terrain for that creature until initiative count 20 on the next round.
- An eye opens on a solid surface within 60 feet of the Behelder Brain. One random eye ray of the Behelder Brain shoots from that eye at a target of the Behelder Brain’s choice that it can see. The eye then closes and disappears.
Awakened Lair Actions
- The Behelder Brain calls upon the aid of its minions. It conjures a Mind Flayer in an unoccupied space within 60 feat of the Behelder Brain. The Mind Flayer is considered charmed by the Behelder Brain, and this charm cannot be removed by anything less than a Wish spell, or Greater Restoration cast at 7th level or higher.
The Behelder Brain 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 Behelder Brain’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 5 miles of the Behelder Brain’s lair sometimes feel as if they’re being watched when they aren’t. Within a mile, creatures may hear faint whispers of unfamiliar voices probing their mind.
- When the Behelder Brain sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the Behelder Brain dies, these effects fade over the course of 2d10 days.
Previous Versions
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Posted Jan 3, 2023At first I just thought that Behelder Brain was Beholder Brain misspelled, but it’s Beholder + Elder Brain! Genius!