Unwavering Belief. The clockwork beholder believes it is a true beholder with all the arrogance and confidence befit of its kind.
Evasion. If the clockwork beholder is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Anti-magic defense. The beholder's central eye creates an area of anti-magic centered around himself once he has been hit to 1/4 of its HP. this does not affect its own beams
Eye Rays. As an action the clockwork beholder can fire it's eye ray at a target creature it can see within 120 feet of it.
- 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.
- Rust Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or receive a -1 permanent and cumulative penalty to one piece of armor/clothing it is wearing. Armor reduced to an AC of 10 or a shield that drops to a +0 is destroyed.
- Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 16 (3d8) necrotic damage on a failed save, or half as much damage on a successful one.
Eye Ray. The beholder uses one random eye ray.
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