Large Aberration, Lawful Evil
Armor Class 18 natural armor
Hit Points 180 (19d10 + 76)
Speed 0 ft., Fly 20 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills Perception +12
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic 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.

Invisibility. Acererak the lich charged Belchorzh with defending one of the many levels of the Tomb of the Nine Gods. To enhance Belchorzh's capabilities, Acererak cast a wish spell to turn Belchorzh permanently invisible.

A successful dispel magic (DC 19) cast on the beholder or contact with an antimagic field ends its invisibility.

Actions

Bite. Melee Weapon Attack: +5 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. 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.

2. Paralyzing Ray. The targeted creature must succeed on a DC 16 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.

3. Fear Ray. The targeted creature must succeed on a DC 16 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.

4. Slowing Ray. The targeted creature must succeed on a DC 16 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.

5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet 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 30 feet 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 Wisdom saving throw 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. Mental Prison Ray. The targeted creature must make a DC 16 Intelligence saving throw. On a failed save, the creature takes 5d10 psychic damage and the area immediately around the target’s space appears dangerous to it in some way. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

The creature can make a DC 16 Intelligence saving throw at the start of their turn to break out of the illusion without taking damage.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 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.

10. Lightning Ray. A bolt of lightning arcs toward the target that. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

If the target is a creature, it must succeed on a DC 16 Dexterity or take 10d8 lightning.

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.

 

Lair and Lair Actions

Alien Growth

Belchorzh doesn’t have access to lair actions and regional effects; instead, it has infected its home with weird alien growth.

The beholder’s aberrant influence permeates the stonework across this level of the tomb, causing purple mold to sprout from the floors, walls, and ceilings. The mold smells like rotting corpses and occasionally releases clouds of harmless spores. As characters move through areas with alien growth, tiny eyeballs emerge from the mold to scrutinize them. Belchorzh can see through these eyes and uses them to track the party’s progress.

Any effect that deals fire, necrotic, or radiant damage destroys a patch of alien growth on contact. However, the beholder doesn’t take kindly to the mold’s destruction. When a patch of growth is destroyed, the next nearest patch sprouts a stubby eyestalk that shoots a randomly determined eye ray at the nearest character. (Roll a d10 and consult his eye ray table to determine which ray it produces.) After making this attack, the eyestalk quickly disappears back into the mold.

Monster Tags: Beholder

Habitat: Underdark

Sherpaderp

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