Large Construct, Unaligned
Armor Class 19 armored plate
Hit Points 435 (60d12 + 60)
Speed 0 ft., Fly 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws INT +8, WIS +7, CHA +6
Skills Perception +12, Persuasion +11
Damage Resistances Damage from Spells
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Dwarvish, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Spell Redirection Cone. The clockwork beholder’s central eye creates an area of spell redirection, in a 150-foot-cone. If a creature within the cone targets the clockwork beholder with a spell or spell attack, the beholder causes that spell to hit another creature of its choice within 60 feet of it that it can see. At the start of each of its turns, the clockwork beholder decides which way the cone faces and whether the cone is active.

Legendary Resistance (4/Day). If the clockwork beholder fails a saving throw, it can choose to succeed instead

Magic Resistance. The clockwork beholder has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

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

  1. Fire Ray. The targeted creature must make a DC 18 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.  On a failed save, the creature catches fire; until someone takes an action to douse the fire, the creature takes 10 (2d10) fre damage at the start of each of its turns.
  2. Freeze Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.  On a failed save, the target can't use reactions, and its speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Lightning Ray. The targeted creature must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.  On a failed save, the target is incapacitated until the end of the clockwork beholder's next turn.
  4. Acid Ray. The targeted creature must make a DC 18 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.  On a failed save, the creature takes 10 (2d10) acid damage at the start of its next turn.
  5. Poison Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. A poisoned creature is paralyzed. The creature can repeat the saving throw at the
    end of each of its turns, ending the effect on itself on a success.
  6. Radiant Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.  On a failed save, the target is blinded for 1 minute. The creature can repeat the saving
    throw at the end of each of its turns, ending the effect on itself on a
    success.
  7. Force Ray. The targeted creature must make a DC 18 Strength saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.  On a failed save, the target is pushed up to 10 feet directly away from the clockwork beholder and is knocked prone.
  8. Antimagic Ray. The targeted creature must make a DC 18 Wisdom saving throw or the target is affected as if in an antimagic field spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  9. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
  10. Petrification Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  11. Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

  12. Malfunctioning Ray. The eye activates, sputters, blows a gasket, and does nothing.
Reactions

Direct Spell Redirection Cone. When a creature the clockwork beholder can see targets the clockwork beholder with a spell or spell attack and the creature is within 150 feet of the clockwork beholder, the clockwork beholder activates its spell redirection cone and faces in the direction of the creature.

Legendary Actions

The colckwork beholder can take 5 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 clockwork beholder regains spent legendary actions at the start of its turn.

Eye Ray. The clockwork beholder uses one random eye ray.

Move. The clockwork beholder can move up to its movement speed.

Monster Tags: Beholderconstruct

Habitat: Underdark

Mrcjk96

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