Huge Construct
Armor Class 16
Hit Points 200 (1d4)
Speed 30 ft., Fly 15 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +6, CON +6
Senses Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Creature Capacity 1 crew, 5 passengers holds up to 6

Anti-Hydration Zone. The central "eye" creates a 60-foot cone of Anti-Hydration. Creatures within the Anti-Hydration cone have disadvantage on Beerholder's Vibe, and Tap Ray saving throws. 

Last Call. When the Beerholder is at 0 hp, the tap rays loose control and wildly spray in an area. All creatures within a 40ft radius must succeed on a CON 15 saving throw or become intoxicated.

Actions

On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew.

Shots. Beerholder can take 3 ranged attacks. +4/hit , 1d4+4 fire damage.

Tap Rays. Beerholder can use its tap rays.

Beerholder shoots 2 Tap Rays at an enemy that is visible within 120 feet.

On the Rocks. Target makes a DC 15 DEX save or take 1d4 bludgeoning and 1d4 cold damage on a failure or half on success.

Slip of Suds. Every creature within a 30 ft. cone must make a DEX 15 saving throw or be knocked prone. The terrain becomes difficult terrain.

Garnish. Every creature within a 20 ft cube must succeed on a DEX 15 saving throw or be garnished. Attacks against a garnished creature have advantage.

Chug. Target must succeed a CON 15 saving throw or become intoxicated and gain the poisoned condition.

 

 

Bonus Actions

Vibe. As a bonus action, Beerholder can choose a vibe to influence creatures moods. Intoxicated creatures have disadvantage on saving throws against Vibes . Only one can be active at a time. WIS 15 save for Vibes

Beer Goggles. On a failed save, intoxicated creatures move to the nearest ally and attempts to hug them. Contested grapple check. On a success, you flatter the ally giving them advantage on their next attack roll or saving throw.

Hit the dancefloor.  On a failed save, the intoxicated creature drops their guard and irresistibly dances. Attacks on that creatures have advantage.  On a Success, your moves are exquisite and attacks against them have disadvantage

Mumble mouth. On a failed save, intoxicated creature cannot cast spells with verbal components. On a success, the creature mumbles a spell accidentally and may immediately cast a cantrip. 

That's/Not my jam. On a failed save intoxicated creature subtract 1d4 to attack rolls and saving throws. On a success they gain 1d4 to attack rolls and saving throws. 

What was I saying. On a failed save, intoxicated creature lose lose their reaction. On a success, the creature has a moment of clarity and may immediately use their reaction to make an attack.

Hangover.  On a failed save, intoxicated creatures suffer from a headache and take 2d4 psychic damage. 

Reactions

Reaction Name. Opprotunity Attack

Description

Inspired by the terrifying beholders, it takes the form of an oversized eye tyrant whose central eye is a viewport window surrounded by heated metal coils. Part tavern, part siege engine, the vehicle can transport up to six humanoids. A complex assortment of gears, levers, and buttons control the various hose stalks for drink delivery. It hovers magically from a large stone fixed to the bottom.

Barktavious

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