Medium Aberration, Neutral Evil
Armor Class 25 natural armour
Hit Points 472 (27d20 + 189)
Speed 0 ft., 20ft when rolling , fly 60 ft. (hover), swim 30 ft. Cannot dive
STR
15 (+2)
DEX
25 (+7)
CON
22 (+6)
INT
28 (+9)
WIS
24 (+7)
CHA
27 (+8)
Saving Throws DEX +16, CON +15, INT +18, WIS +16, CHA +17
Damage Resistances Poison, Damage from Spells
Damage Immunities Bludgeoning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Truesight 120ft, Passive Perception 21
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Actions

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d8+9 piercing damage.

Eye Rays. Xanathar shoots up to four of the following magical eye rays at one to four targets it can see within 160 feet of it. Determine rays randomly.

  1. Confusion Ray. The target must succeed on a DC 19 Wisdom saving throw or be subjected to the effects of a confusion spell.
  2. Paralyzing Ray. The target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute.
  3. Fear Ray. The target must succeed on a DC 19 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 Xanathar is visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a DC 19 Constitution saving throw, taking 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
  5. Sleep Ray. The target must succeed on a DC 19 wisdom saving throw or fall asleep. At the end of each of Xanathar's turns, the target must make a DC 12 wisdom saving throw. After a total of 3 successful saves, the target wakes up. If a save fails by 3 or more, the target has disadvantage on the next save.
  6. Sickness Ray. The target must succeed on a DC 19 Constitution saving throw or be affected by the contagion spell for 8 hours.
  7. Slowing Ray. The target must succeed on a DC 19 Dexterity saving throw or have it's speed halved for 5 minutes and only be able to take 1 action or 1 reaction each round.
  8. Teleportation Ray. Xanathar either teleports to a space within 5ft of the target, or forces the target to succeed on a DC 19 wisdom saving throw or be teleported to a location of Xanathar's choice that Xanathar has seen before or that a creature charmed by Xanathar can see now.
  9. Disintegration Ray. The target must succeed on a DC 19 dexterity saving throw or be targeted by the disintegrate spell.
  10. Charm Ray. The target must make a DC 19 charisma saving throw or be targeted by the dominate monster spell (duration 12 hours).
  11. Prison Ray. The target must make a DC 19 dexterity saving throw or be trapped by the forcecage spell, which is in cage form and grows to fit the creature (minimum size 10ft x 10ft, 5ft high).
  12. Death Ray. The target must make a DC 19 dexterity saving throw or take 10d10+20 necrotic damage. If this reduces the target to 0 hit points, the target dies and is targeted by a 9th level create undead spell.

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

Imprisonment (1/Day). Xanathar casts Imprisonment on 1 target that it can see within 60ft of it (save DC 25).

Bonus Actions

Roll. Xanathar drops onto the ground and rolls downhill at a rate of 20ft per round. It can stop rolling at any time, though it must use a reaction or bonus action to do so.

Reactions

Spell Reflection. If Xanathar is targeted by a spell, Xanathar can choose another creature (including the spellcaster) it can see within 60 feet of it. The spell targets the chosen creature instead of Xanathar. 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. If no creature is within range to deflect the spell to, roll 1d6. On a roll of 1-3, Xanathar is affected. On a 4-5, the spell is negated. On a 6, the deflection range increases to 120ft (if no creature is within 120ft, Xanathar is affected by the spell, but has advantage on saving throws and the attack roll has disadvantage).

Legendary Actions

Legendary Actions:

Move: Xanathar moves up to it's speed.

Ray: Xanathar shoots one random eye ray at a target within 120ft.

Roll: Xanathar takes the roll bonus action.

Description

Xanathar is the most powerful beholder - a foul and deadly aberration - ever to live. Beholders resemble floating spheres with a gaping maw and a single great eye, set within 10 eyestalks that shoot forth deadly rays. However, one of the features that makes Xanathar so powerful is the fact that instead of 10 eyestalks, he has 12!

Monster Tags: TitanBeholder

Habitat: Underdark

TrainOfImagination

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