Large Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., Fly 20 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills Perception +12
Damage Immunities Psychic
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, 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.

Black Sludge. When the beholder is reduced to 30 hit points or fewer, or if it feels defeated, it can trigger a self-destruct ritual that reduces it to a pool of black sludge. This sludge can’t be transformed and doesn’t count as a corpse for effects such as a resurrection or speak with dead spell.

Actions

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

Eye Rays. The beholder shoots three of the following psionic eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed 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. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened 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. Blinding Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
  9. or 10. Psionic Ray. The targeted creature must make a DC 16 Wisdom saving throw, taking 45 (10d8) psychic damage 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one.
Legendary Actions

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

Eye Ray. The beholder uses one random eye ray.

Description

Far Realm Beholder

Apply the following adjustments to the beholder stat block:

Damage Immunities psychic

Black Sludge. When the beholder is reduced to 30 hit points or fewer, or if it feels defeated, it can trigger a self-destruct ritual that reduces it to a pool of black sludge. This sludge can’t be transformed and doesn’t count as a corpse for effects such as a resurrection or speak with dead spell.

Eye Rays. The beholder’s eye rays are psionic, and are unaffected by its Antimagic Cone. On a roll of 8, 9, or 10, use the following eye rays:

8. Blinding Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.

9 or 10. Psionic Ray. The targeted creature must make a DC 16 Wisdom saving throw, taking 45 (10d8) psychic damage 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one.

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Lair and Lair Actions

A Beholder’s Lair

A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).

Lair Actions

When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the 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 beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the 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. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.

The 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 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 beholder’s lair sometimes feel as if they’re being watched when they aren’t.
  • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.

If the beholder dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/14/2022 4:25:54 AM
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9/20/2022 1:41:29 AM
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Monster Tags: Beholder

Habitat: Underdark

KajiShun

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