Medium Aberration, Lawful Neutral
Armor Class 16 natural
Hit Points 100 (6d8 + 12)
Speed 0 ft., Fly 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws CHA +6
Skills Perception +6
Damage Resistances Psychic
Condition Immunities Charmed, Prone
Senses Darkvision 120 ft., Passive Perception 18
Languages Deep Speech, Telepathy 120 ft., Undercommon All, Perma-casting of Toungues
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

The Beguiler has a 15ft cone of "calm emotions" in the direction of its gaze. The beguiler suppresses strong emotions in those under its gaze. Each humanoid who enters or begins its turn within the 15-foot-cone must make a Charisma saving throw; if a creature fails its saving throw, the beguiler makes the target indifferent about itself until the beguiler attacks or harms the creature by a spell or if the creature witnesses any of its friends being harmed. 

invisibility, disguise self, 

Actions

Headbutt. Melee Attack:  reach 5 ft., one creatureHit: +7;  (1d8 + 4) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone or pushed 5 feet away from the beguiler.

 

Eye Rays. The Beguiler shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

  1. Dominating Ray. The target must succeed on a DC 17 Wisdom saving throw, the beguiler creates a telepathic link with the creature, as long as the two are on the same plane of existence. It can use this telepathic link to issue commands to the creature while the beguiler is conscious (no action required), which the creature does its best to obey.  The beguiler can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from the beguiler, it defends and preserves itself to the best of its ability.
    The beguiler can use its action to take total and precise control of the target. Until the end of its next turn, the creature takes only the actions it chooses and doesn’t do anything that it doesn’t allow it to do. During this time the beguiler can also cause the creature to use a reaction, but this requires it to use its own reaction as well.
    Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends
  2. Staying Ray.  (3d6) cold damage. The target must succeed on a DC 18 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. Enchanting Ray. The target must succeed on a DC 17 Wisdom or the target creature's thoughts and ears are filled with the sublime music of the deep waters. The creature is completely immersed in this sensation and does nothing but experience it fully. It enters a comatose state and cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, so elves and dragons are not immune to it. Dispel magic and break enchantment cannot remove this effect, but a lesser/greater restoration, limited wish, miracle, or wish spell restores the creature to consciousness.

    An air-breathing creature in the water affected by this spell begins to sink and will drown if not rescued. A flying creature immediately falls and might take falling damage. Damage does not awaken the charmed creatures.

  4. Charming Ray. charm person The target must make a DC 17 Wisdom saving throw on a failed save, the creature is charmed by the beguiler until the spell ends or until it does anything harmful to the creature. The charmed creature regards the beguiler as a friendly acquaintance. 

Create Food and Water. The Beguiler magically creates enough food and water to sustain itself for 24 hours.

Bonus Actions

Bonus action healing word, itself 3/day

Reactions

Spell Reflection. If the Beguiler makes a successful saving throw against a spell, or a spell attack misses it, the Beguiler can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the Beguiler. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Legendary Actions

One per round the beguiler can shoot one of its eyestalks on any creature's turn.

Description

A Beguiler is a lesser type of beholder and an unsettling yet beautiful aberration. It resembles a floating head appearing as the creature's most attractive imagining of a male face with four eyestalks that shoot forth powerful enchanting rays.

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2023 5:15:29 AM
6
1
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Coming Soon

Monster Tags: Beholder

Habitat: UnderdarkUrban

nouveauaimer

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