Eye Ray. The Beholder Spawn shoots one of its eyes at random, choosing one target it can see within 60 feet:
1. Paralysis Ray. The targeted creature must succeed on a DC14 Constitution saving throw or be paralysed for 1 minute. The target can repeat he saving throw at the end of its turn, ending the effect on a successful save.
2. Disintegration Ray. If the target is a creature, it must succeed on a DC12 Dexterity saving throw or take 13 (3d8) force damage. If this reduces the creature to 0 hit points, its body becomes a pile of fine grey dust.
3. Telekinesis Ray. If the target is a creature, it must succeed on a DC14 Strength saving throw or the Beholder Spawn moves it up to 20 feet in any direction. If the target is an object weighing 200 pounds or less that isn’t being worn or carried, it is moved up to 20 feet in any direction.
Smother. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) bludgeoning damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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