Medium Aberration (Beholder, Yuan-Ti), Neutral Evil
Armor Class 16 (natural armor)
Hit Points 115 (10d10 + 50)
Speed 0 ft., Fly 20 ft.
STR
8 (-1)
DEX
14 (+2)
CON
20 (+5)
INT
17 (+3)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws CON +8, WIS +5, CHA +4
Skills Perception +6
Damage Vulnerabilities Psychic
Damage Resistances Poison
Condition Immunities Poisoned, Prone
Senses Darkvision 60ft., Passive Perception 20
Languages Deep Speech, Draconic (Yuan-ti dialect), Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Wild Magic Cone. Polmachis' central eye creates an area of wild magic surges, using the Wild Magic Surge table in the PHB (or the table of the DM's choice) whenever any spell is cast or moves into the area of a 60-foot-cone on anyone's turn. At the start of each of its turns, Polmachis decides which way the cone faces and whether the cone is active. He has no control over the outcome of the surge. Rather than a 1 on a D20, a 1 on a D4 is rolled to determine that a while magic surge occurs. The area works against Polmachis' own eye rays.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d6) piercing damage.

Eye Rays. The beholder shoots two of the following magical eye rays at random (reroll duplicates), choosing to hit the same target twice or two targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be charmed by the beholder until the end of the target's next turn, or until the beholder harms the creature.

  2. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of the target's next turn. 

  3. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the target's next turn. 

  4. Slowing Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw. On a failed save, the target’s speed is halved until the end of the target's next turn. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both.

  5. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 28 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. if the creature is undead or immune to necrotic damage, rather than being injured it gains health equal to half of the damage roll.

  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw or the beholder moves it up to 30 feet in a random direction determined by a D8 roll, with a 1 indicating north and continuing in a clockwise direction to determine the path. Every 5 feet are determined randomly until any barrier preventing further movement (including an enemy area of control) prevents it in the indicated direction. Note that a fall is not a barrier to movement. 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 a random direction determined by a D8 roll, with a 1 indicating north and continuing in a clockwise direction to determine the path. Every 5 feet are determined randomly until any barrier preventing further movement (including an enemy area of control) prevents it in the indicated 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 14 Wisdom saving throw or fall asleep and remain unconscious until the end of the target's next turn. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs, undead or creatures that do not sleep (such as most elves).

  8. Petrification Ray. The targeted creature must make a DC 14 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.

  9. Dissociation Ray. If the target is a creature with an intelligence above 3, it must succeed on a DC 14 Dexterity saving throw or take 35 (10d6) force damage and is stunned until the end of its next turn. If this damage would reduce the creature to 0 hit points, it instead has 1 hit point and automatically fails the save.

    If the target is a medium or smaller nonmagical object, it is disintegrated without a saving throw. If the target is a large or larger object, this ray disintegrates a 10-foot cube of it.

  10. Near-Death Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 35 (6d10) necrotic damage. The target is stable at 1 hit point if the ray damage would reduce it to 0 hit points.

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

Polmachis was once a Yuan-Ti Abomination whose ambition was so great that he desired to merge his powers with those of a beholder. Things did not go as he planned, and the result is a strange amalgam of snake and Beholder of less power than either of its original progenitors. Where a true Beholder has more powerful spells, better armor class, a more damaging bite and more hit points, Polmachis more exactly resembles a next-morning snake-themed party favor with floppy, strengthless snake-arms and additional eyes popping up in weird places on its body. Where a true Beholder has a fearsome anti-magic ray, Polmachis has a wild magic ray; rather than disintegration and death, he instead can only attack with dissociation and near-death, and at an easier save. 

His ambition, however, was multiplied rather than divided, and his relative lack of physical or natural power is no impediment to being as persuasive and intimidating as his -1 charisma bonus can muster. 

He has also spent a great deal of time assembling a shabby, relatively miserable hoard of rusted weapons, rotting armor, and a few bits and baubles to keep his minions happy. He will, for instance, claim to be above such silly concepts as money, but in fact he lets his minions take his cash and gems freely because he's not about to float into a store and buy himself anything.

Lair and Lair Actions

 

Monster Tags: BeholderYuan-Ti

Habitat: ForestUnderdark

Methuselix

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