Antimagic cone: The beholder's central eye creates an area of antimagic, as in the anti magic 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.
Hypnotic Array: When a creature that can see the beholder fish's array starts its turn within 30 feet of the beholder fish, the beholder fish can force the creature to make a DC14 Wisdom saving throw if the beholder fish isn't incapacitated.
On a failed save, the creature is charmed. While charmed in this way, a creature is incapacitated and must use all of its movement speed to approach the beholder fish in a safe manner. While an affected creature is within s feet of the beholder fish, its movement speed is reduced to o.
That creature can repeat its save to end the effect on a success at the end of each of its turns or if it takes any damage. Upon ending this effect, creatures are immune to being charmed in this manner by this beholder fish for the next 24 hours.
Bioluminesence The beholder fish has advantage on magical saving throws. It can uses its bonus action to emit or dismiss a bright light in a 10ft radius and a dim light an additional 10ft.
Waterbreathing The beholder fish can only breathe underwater
bite +5 to hit 4d6 piercing
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. Choose ray 1d10
1. Charm Ray The targeted creature must succeed on a DC 16 Wis save 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 Con save 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 a success.
3. Fear Ray The targeted creature must succeed on a DC 16 Wis save 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 a success.
4. Slowing Ray The targeted creature must succeed on a DC 16 Dex save. 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 it's turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
5. Enervation Ray The targeted creature must make a DC 16 Con save, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.
6. Telekinetic Ray If the creature is a creature, it must succeed on a DC 16 Str save or the beholder moves it up to 30ft 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 30ft 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 Wis save 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. Petrification Ray The targeted creature must make a DC 16 Dex save. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of it's 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.
9. Disintegration Ray If the target is a creature, it must succeed on a DC 16 Dex save or take 45 (10d8) 10d8 force damage. If this creature is reduced to 0 hit points, it's body becomes a pile of fine gray dust. If the target is a large or smaller non-magicall object or creation of magical force, it is disintegrated without a savein throw. If the target is Huge or larger or creation of magical force, this ray disintegrates a 10ft cube of it.
10. Death Ray The targeted creature must succeed on a DC 16 Dex save or take 55 (10d10) 10d10 necrotic damage. The target dies if the ray reduces it to 0hit points.
Stunning Flash(Recharge 5-6) Creatures with a 30ft. radius of the Beholder Fish that can see it must succeed a DC 14 Constitution saving throw become stunned and blinded until the end of its next turn.
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