Antimagic Cone. The factory mind'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.
Legendary Resistance (3/Day). If the factory mind fails a saving throw, it can choose to succeed instead.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6+5) bludgeoning damage.
Eye Rays. The factory mind 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:
- Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the factory mind harms the creature.
- 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.
- 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.
- 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.
- 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.
- 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 factory mind’s next turn or until the factory mind 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 factory mind 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 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.
- 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.
The factory mind 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 factory mind regains spent legendary actions at the start of its turn.
Eye Ray. The factory mind uses one random eye ray.
Lair and Lair Actions
A factory mind’s Lair
A factory mind’s central lair is typically a large, spacious factory with high ceilings, where it can attack without fear of closing to melee range. A factory mind encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a factory mind can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the factory mind can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of the beholder becomes shaky; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the factory mind glow bright from heat until initiative count 20 on the round after next. Each creature of the factory mind’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Constitution saving throw or get 1 level of exhaustion.
- An eye opens on a solid surface within 60 feet of the factory mind. One random eye ray of the factory mind shoots from that eye at a target of the factory mind’s choice that it can see. The eye then closes and disappears.
The factory mind 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 factory mind’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
If the factory mind dies, these effects fade over the course of 1d10 days.
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