Large Aberration, Neutral
Armor Class 18 Natural Armor
Hit Points 180 (19d10 + 76)
Speed 0 ft., Fly 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Skills Perception +12
Damage Immunities Poison
Condition Immunities Charmed, Poisoned, Prone
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 12
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Negative Energy Cone. The bloodkiss beholder's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active.

Any creature in that area can't regain hit points. Any humanoid that dies within the cone becomes a zombie under the beholder's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. Party members can roll 1d20 to try and restore the zombie to their former party member. If you roll 18 and above the party member regains control, 17 and below and the party member will remain a zombie. Each party member can attempt this once during their turn.

Actions

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

Vampiric Eye Stalks. The beholder uses three of the following eye stalk attacks at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Paralyzing Scream. The targeted creature must succeed on a DC 17 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.

2. Terrifying Gaze. The targeted creature must succeed on a DC 17 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.

3. Strong Grip. The targeted creature must succeed on a DC 17 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.

4. Death's Touch. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Bonus Actions

Lifesteal. You can use some of the blood you have collected from enemies to heal 4d8 hit points.

Legendary Actions

The beholder can take 3 legendary actions, using the Vampiric Eye Stalk 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.

Vampiric Eye Stalk. The beholder does one random vampiric eye stalk attack.

Description

A bloodkiss beholder looks like a normal beholder, but has mutated eyestalks that have mouths instead of eyes. The beholder itself lacks a mouth. The mouths allow the beholder to drain the blood of its victims. These mutated eye stalks also have similar abilities to the eye rays that normal beholders have. They are intelligent creatures and are similar in behavior to normal beholders, despite their craving for blood. They prefer to live alone, but could be forced into service by powerful necromancers. They have been used to track wounded targets, and stop them from escaping.

Lair and Lair Actions

When fighting inside its lair, the 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:

  • An area that is a 50-foot-square area of ground within 120 feet of the beholder is filled with several mouths with sharp teeth. To creatures other than the beholder, that area is lightly obscured and difficult terrain until initiative count 20 on the next round.
  • Walls appear to have blood pouring almost like a waterfall until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the beholder and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
  • A large mouth with sharp teeth opens in the air at a point within 50 feet of the beholder. One random vampiric eye stalk attack of the beholder is caused by the mouth, which is considered to be an ethereal source, at a target of the beholder's choice. The mouth then closes and disappears.

The beholder can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.

Previous Versions

Name Date Modified Views Adds Version Actions
11/3/2022 12:01:11 AM
56
9
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Coming Soon

Monster Tags: Beholderabberationaberration

Habitat: Underdark

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