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. The feature may be shaped into two 50 foot cones.
Dream Warp. At the end of each of its turns, the beholder utilizes lucid dreaming to bend reality to it's will. If it takes more than 250 damage in one turn, it awakens and is unable to use this ability unless it recharges on D6: Results 5-6. Potential effects, go crazy. Shifting up to 2 targets into locations it desires. Power word: Kill. Reverse Gravity. Summon an adult Dragon. If the fight has gone tits up, just resummon this guy, **** idk.
Ur-Metal body. The beholder replaces its body with Ur-metal to prevent criitcal hits and make itself immune to nonmagical Bludgeoning, Slashing, Piercing.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (6d6) 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:
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Charm Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
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Banishment Ray. You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw DC 19 or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
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Fear Ray. The targeted creature must succeed on a DC 19 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.
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Bestow Curse Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw if it fails, choose the nature of the curse from the following options.
• Choose one ability score. While cursed, the target has Disadvantage on Ability Checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. -
Enervation Ray. The targeted creature must make a DC 19 Constitution saving throw, taking 44 (9d8) necrotic damage on a failed save, or half as much damage on a successful one.
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Telekinetic Ray. If the target is a creature, it must succeed on a DC 19 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.
If in this Beholder's lair, it will drop the ceiling onto adventurers For a DC19 Dexterity Save or be Restrained and take 8d8 non magical Bludgeoning damage. -
Sleep Ray. The targeted creature must succeed on a DC 19 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.
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Petrification Ray. The targeted creature must make a DC 19 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.
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Disintegration Ray. If the target is a creature, it must succeed on a DC 19 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.
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Death Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Machinations of Paranoia:
Several Contingency spells have been setup by the Beholder to be cast upon certain traits being met. It uses the reaction of the beholder to utilize the spell. They may only be utilized once a battle.
A creature enters within 5ft of the Beholder. Dimension Door.
A creature casts a spell: Counterspell, 7th level.
A creature attempts to hit with a melee attack: Shield
A creature makes a save against an eye ray: Silvery Barbs.
A creature attempts to make the final blow against the Beholder: Power word: Kill.
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
A Beholder’s Lair
A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.
- The lair shifts and turns, Rotate the map up to 90 degrees, Flying creatures stay in place.
- The lairs gravity pushes down, preventing options for flight. DC15 Strength save or get shunted down to the ground with falling damage.
The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
Regional Effects
A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10 days.
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