Large Aberration (Beholder), Any Non-Good Alignment
Armor Class 17 Natural Armor
Hit Points 112 (14d10 + 24)
Speed
STR
10 (+0)
DEX
1 (-5)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +7, INT +7, WIS +6
Skills Perception +6
Damage Resistances Fire
Condition Immunities Deafened, Grappled, Paralyzed, Stunned
Senses Blindsight 30ft, Passive Perception 16
Languages Abyssal, Common, Deep Speech, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Antimagic Zone. anywhere 10 feet in front of the main eye is an animagic zone, when the beholder is hit for more than 15 damage in one attack it must make a DC 14 constitution save or the zone will deactivate for 1 round.

Actions

Multiattack. The beholder can make two eye ray attacks, or 3 tentacle whip attacks.

Tentacle Whips. Melee Weapon Attack: +7 to hit, reach 45ft., 1 target. Hit: 10 (2d6 + 4) bludgeoning damage. 

Sleep Ray. The targeted creature must succeed on a DC 14 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.

Cold Ray. The targeted creature must make a DC 14 constitution saving throw or take 15 (5d6) cold damage or half as much on an successful save. Additionally if the creature fails the save it is frozen and cannot move until the end of its next turn.

Slow Ray . the targeted creature must succeed on a DC 14 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.

Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 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 200 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.

Description

A younger beholder that has merged with a wall, its appearance has many eyes with one large central eye putting out its antimagic cone. coming out of its hardened flesh are green tentacle whips with tiny fingers that can be used to grab things. These creatures are often found studding books and manuscripts as they cannot seen much of the world.   

Monster Tags: Beholderabberation

Lord_Gibby

Comments

Posts Quoted:
Reply
Clear All Quotes