Magic resistance. The beholder has advantage on saving throws and ability checks against spells and other magical effects. If the beholder is hit with a spell that requires a saving throw, and if you succeed you take half damage, if the beholder succeeds the beholder instead takes no damage and if the beholder fails he takes half damage.
Legendary resistance (5/day). If the beholder fails a saving throw the beholder can choose to succeed instead.
Antimagic cone. Wherever the beholders central eye points creates an area of antimagic as in the antimagic spell.
Eye rays. Use 12 eye rays.
| 1. Charm ray: | The targeted creature must succeed on a DC 21 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 21 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 21 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 21 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 |
| Slowing ray cont: | 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 21 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. |
| 6. Teleknetic ray: | If the target is a creature, it must succeed on a DC 21 Strength saving throw or the beholder moves it up to 160 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn |
| Teleknetic ray cont: | or until the beholder is incapacitated. If the target is an object weighing 750 pounds or less that isn't being worn or carried, it is moved up to 160 feet in any direction. The beholder can also exert fine control on objects |
| Teleknetic ray cont: | 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 21 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. |
| 8. Petrification ray: | The targeted creature must make a DC 21 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. |
| Petrification ray cont: | On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. |
| 9. Disintergration ray: | If the target is a creature, it must succeed on a DC 21 Dexterity saving throw or take 55 (10d10) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. |
| Disintergration ray cont: | If the target is a Large or smaller non magical 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, |
| Disintergration ray cont: | this ray disintegrates a 20-foot cube of it. |
| 10. Death ray: | The targeted creature must succeed on a DC 21 Dexterity saving throw or take 66 (12d12) necrotic damage. The target dies if the ray reduces it to 0 hit points. |
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 18 (5d6) [damage type] damage.
Battle back: when damaged with an attack the beholder may use an eye ray against the attacker.
Lair and Lair Actions
His lair is too hard to describe, just think of the most confusing thing possible.
Lair Actions
On initiative count 20 (losing initiative ties), the beholder takes a lair action to cause one of the following effects; the beholder can’t use the same effect two rounds in a row:
- Summon 2d6 gricks and 1d4 grick alphas at a spot 200 feet away from the beholder.
- The beholder can create 2d20 x 3 of himself, excluding him. they all are holograms and dissapear when touched ect...
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Any natural disaster inland.
- His voice echoes throughout peoples heads.
If the beholder dies, these effects fade over the course of 2d6 days.







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