Large Swarm of Tiny beasts, Lawful Evil
Armor Class 14 (natural armor)
Hit Points 90 (10d10 + 50)
Speed 5 ft., Fly 35 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws INT +3, WIS +3, CHA +3
Skills Perception +5
Damage Resistances Bludgeoning, Piercing, Slashing
Senses Blindsight 10 ft., Darkvision 30 ft, Passive Perception 13
Languages Deep Speech, Undercommon --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Antimagic Cone. The beeholder'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 beeholder decides which way the cone faces and whether the cone is active. The area works against the beeholder's own eye rays.

Watchful Eyes: the beeholder has advantage on initiative rolls and cannot be surprised. 

Actions

Multiattack. The Beeholder makes two attacks one with its bite and one with its sting.

Bite.
Melee Weapon Attack: 2d7+1d4+2 to hit, reach 5 ft., one target. Hit: 17 (4d6+2) piercing damage, or 9 (2d6+2) piercing damage if the swarm has half of its hit points or fewer.

Sting. Melee Weapon Attack: 2d7+1d4+2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage, and the target must make a DC 12+2d4 Constitution saving throw, taking 11 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Eye Rays. The beeholder shoots two of the following magical eye rays at random, choosing one target to effect that it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 12+2d4 Wisdom saving throw or be charmed by the beeholder for 1 minute, or until the beeholder harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 12+2d4 Constitution saving throw or be paralyzed until the start of the beeholder's next turn. 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 12+2d4 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 12+2d4 Dexterity saving throw. On a failed save, the target’s speed is halved until the end of the beeholder'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. 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 12+2d4 Constitution saving throw, taking 23 (8d4) 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 12+2d4 Strength saving throw or the beeholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beeholder’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 12+2d4 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. Petrification Ray. The targeted creature must make a DC 12+2d4 Dexterity saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 12+2d4 Dexterity saving throw or take 29 (10d4) 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. Death Ray. The targeted creature must succeed on a DC 12+2d4 Charisma saving throw or take 39 (10d6) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Reactions

Disorienting Gaze: When targeted by an Attack, or single target feature or spell, the beeholder can use its Reaction to force the attacker to make a DC 12+2d4 Wisdom Save. Failure: The attacker must choose a new target within range or lose the attack, feature, or spell, wasting any expended resource

Description

Controller: 2d7 for attack rolls 3d5 for saving thows 1d13 for skills 

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2020 10:09:01 PM
41
0
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5/28/2020 7:47:09 PM
14
1
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5/28/2020 9:23:30 PM
20
1
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3/23/2021 3:16:01 AM
68
3
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9/3/2023 11:00:55 PM
85
7
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9/4/2023 9:33:59 PM
86
1
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Monster Tags: Misc Creature

Habitat: DesertForestGrasslandHillSwampUnderdarkUrban

VBunnie23

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