Large Aberration (Beholder), Lawful Neutral
Armor Class 18 natural
Hit Points 185 (19d10 + 90)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
30 (+10)
WIS
25 (+7)
CHA
12 (+1)
Saving Throws INT +15, WIS +12
Skills History +17, Insight +10, Perception +16
Condition Immunities Blinded, Charmed, Prone
Senses Blindsight 200 ft, Truesight 120 ft, Passive Perception 23
Languages All, Telepathy
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Anti-mind Cone. The Blind Beholder's central eye creates an area where everyone within it gains disadvantage on wisdom and intelligence and wisdom saving throws, 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.

The Higher Keeper. The Blind Beholder has all traits that Knowledge Keepers have.

Guardian of Knowledge. When killed, the Blind Beholder reforms and returns to it's designated area within the library after 1d4+1 days.

Actions

Call Keeper. The Blind Beholder calls out to the denizens of the Library, summoning 1 Knowledge Keeper to the field

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Overwhelming Knowledge. RangedWeapon Attack: +11 to hit, range 10/60 ft., 1 target. Hit: 31 (4d12 + 9) psychic damage.

Eye Rays. The beholder shoots three of the following magical eye rays in an order (from 1 to 8), choosing one to three targets it can see within 120 feet of it:

  1. Blinding Ray. The targeted creature must succeed on a DC 16 Intelligence saving throw or be blinded by the beholder for 1 hour, or until the beholder harms the creature.
  2. 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.
  3. Gravitation Ray. The targeted creature must succeed on a DC 16 Strength saving throw or lose it's walking speed, going 15 feet in the air and can be smacked into a surface as a bonus action by the blind beholder dealing 2d8 bludgeoning damage 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.
  4. 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.
  5. 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.
  6. 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 beholder’s next turn or until the beholder 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 beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. 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.
  8. 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.
  9. Enfeeblement Ray. The targeted creature must make a DC 16 Intelligence saving throw. on a failed save, the creature takes 4d8 psychic damage, and is unable to take an action on it's next turn, taking half that damage on a successful throw.
  10. Distortion Ray. The targeted creature must make a DC 16 Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and is pushed back 30 feet from the blind beholder and can no longer move in a straight line for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions

Bring The World. The Blind Beholder forces whoever has the Book of The World to make a strength saving throw, taking it away from them on a failed throw, and taking away 1 damage dice from the Blind Beholder's next attack on a successful one.

Legendary Actions

The blind beholder 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 blind beholder regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses the next eye ray in his order.

Description

 

 

Lair and Lair Actions

The lair of the Blind Beholder is within the infinite confounds of the library of the unknown, surrounded by strange stairs walls, bookshelves and books in every single piece of it's architecture. 

Lair Actions

When fighting inside its lair, a blind beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the blind beholder can take one lair action to cause one of the following effects:

  • A 50-foot square area of ground within 120 feet of the blind beholder bursts with books emerging from the ground in extreme amounts; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the blind beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the 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. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the beholder. the first eye ray in order of the beholder shoots from that eye at a target of the blind beholder’s choice that it can see. The eye then closes and disappears.

The blind 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 blind beholder’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 blind beholder’s lair sometimes feel as if they’re being watched when they aren’t.
  • When the Bind Beholder is made aware of the presence of creature's aside from it and the Knowledge Keepers within the library, those creatures all gain a mark on their forehead, resembling a closed eye, giving the creatures a strange feeling of order and slight fear, causing their actions to become slightly distorted.

If the beholder dies, these effects fade over the course of 1d10 days, and return into effect when he comes back to life.

 

aRandomGuy890

Comments

Posts Quoted:
Reply
Clear All Quotes