Infectious Blindness. When a creature moves within 60 feet of the void beholder for the first time in a turn or starts its turn there, it must succeed on DC 17 Charisma saving throw or become blinded until the start of its next turn.
Multiattack. The void beholder makes a bite attack and then uses it's void rays.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (5d8) piercing damage.
Void Rays. The void beholder shoots three of the following void rays at random (reroll duplicates), choosing one non-aberration target that it can see within 120 feet of it:
- Fuse Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or one of their wielded or worn metal objects becomes under the effect of the heat metal spell for 1 minute.
- Deformation Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be polymorphed into a nothic for 1 minute.
- Insanity Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or become mad. While mad, the creature must use its action to make one melee weapon attack against a creature of the void beholder's choice within range before using it's movement. A creature can make a Wisdom saving throw at the end of each of their turns, ending the effect on a success.
- Stun Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target is stunned until the end of its next turn. While stunned, the creature is invisible.
- Force Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. The beholder can then push the creature up to 20 feet in a direction away from itself.
- Nightmare Ray. If the target is a creature, it must succeed on a DC 17 Intelligence saving throw or be affected by a phantasmal killer for 1 minute.
- Stasis Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target also gains 10 temporary hit points. The target awakens if it takes a reduction to it's current hit point total.
- Weakening Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature's ability scores are reduced by 2 until it completes a short or long rest.
- Gauss Ray. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or take 45 (10d8) radiant damage. If this damage reduces the creature to 0 hit points, its body is teleported to the Ethereal Plane. A ghostly, spectral visage of the creature appears to those on the Material plane, where it is in the Ethereal Plane.
- Undeath Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points and then rises on the start of it's next turn as a [monster]zombie[/zombie] under the DM's control.
The void beholder can take 3 legendary actions, using the Void Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn.
Void Ray. The beholder uses one random void ray.
Description
After the incursion of Ormut, Dragon of the Void into the Material Plane, many voidling creatures have creeped from the Void, into the Underdark, and from there tot he surface of all worlds. Void beholders are beholders that have become suffused with energy from the void plane to create something more horrific than ever seen before.
While similar to other beholders in their use of many eye rays, a void beholder lacks an antimagic properties. Instead, it emits a hazy black aura that blinds non-aberrations in the area.
Lair and Lair Actions
A Void Beholder’s Lair
A void beholder’s central lair is typically a large, spacious cavern deep within the earth or inside of mountains. Places that are dark and dank where it can lurk, waiting for unsuspecting miners or explorers. A void beholder encountered in its lair has a challenge rating of 17 (18,000 XP).
Lair Actions
When fighting inside its lair, a void beholder can invoke the energy of the void to take lair actions. On initiative count 20 (losing initiative ties), the void beholder can take one lair action to cause one of the following effects:
- A 25-foot radius area of ground within 120 feet of the void beholder becomes closer to the plane of void; that area is difficult terrain, and creatures that move on the ground take 1d4 cold damage per 5 feet moved until initiative count 20 on the next round.
- Portals to the void plane appear on the walls within 120 feet of the void beholder, sprouting grasping starry appendages until initiative count 20 on the round after next. Each creature of the void beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled and take 22 (4d10) cold damage. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. Creatures that end their turn in the tentacle's grasp take an additional 11 (2d10) cold damage.
- An eye opens on a solid surface within 60 feet of the void beholder. One random eye ray of the void beholder shoots from that eye at a target of the void beholder’s choice that it can see. The eye then closes and disappears.
The void beholder 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 void beholder’s lair is warped by the plane of void's destructive planar energy, which creates one or more of the following effects:
- Creatures within 1 mile of the void beholder’s lair sometimes feel as if they’re being followed when they aren’t.
- When the void beholder sleeps, minor warps in reality occur within 5 mile of its lair and then vanish 48 hours later. Eyes will seem to appear in the darkness watching those who traverse the caverns. In addition, creatures travelling underground may begin to see creatures rounding corners only for no one to be there upon further inspection.
If the void beholder dies, these effects fade over the course of 1d10 days.







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