In the eye of the beholder. Creatures of the eye's choice that it can see are blessed.
Beholder's Gaze. Roll a d6, which determines which attack the beholder will use.
1. Flaming Ray. Ranged Spell Attack: +7 to hit, reach 30ft. Hit: 12 (3d6+2) fire damage.
2. Shapechange Ray. A creature targeted by this ray must succeed on a DC17 Charisma saving throw or turn into a sheep until the end of its turn.
3. Anti-Magic Ray. The eyestalk must maintain concentration on this ray. A creature it chooses that it can see cannot cast spells or activate magic items.
4. Marisha Ray. The creature it chooses is either Enlarged or Reduced (DC 17 Wisdom save to resist).
5. Ray of Sunshine. The eyestalk becomes very happy and exudes confidence. Allies within 15 feet gain advantage on attack rolls until the eyestalk's next turn.
6. Do Re Mi. The eyestalk sprouts a small mouth and begins to sing an awful melody. Creatures of it's choice must succeed on a DC12 Constitution saving throw or take 9 (2d9) Psychic damage.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
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:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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