Large Construct, Neutral
Armor Class 18 Natural armor
Hit Points 120 (22d10 + 20)
Speed
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws INT +8, WIS +9, CHA +8
Condition Immunities Prone
Senses Darkvision 120 ft, Passive Perception 12
Languages Does not speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Antimagic Cone. The Constructs 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.

Actions

Eye Rays. The Construct 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:The Construct shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet. Choose ray 1d10 
1. Charm Ray The targeted creature must succeed on a DC 16 Wis save or be charmed by the Construct for 1 hour, or until the Construct harms the creature 

2. Paralyzing Ray The targeted creature must succeed on a DC 16 Con save 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 a success. 
3. Fear Ray The targeted creature must succeed on a DC 16 Wis save 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 a success. 

4. Slowing Ray The targeted creature must succeed on a DC 16 Dex save. 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 action on it's turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

5. Enervation Ray The targeted creature must make a DC 16 Con save, taking  8d8 necrotic damage on a failed save, or half as much on a successful one. 

6. Telekinetic Ray If the creature is a creature, it must succeed on a DC 16 Str save or the Construct moves it up to 30ft in any direction. It is restrained by the ray's telekinetic grip until the start of the Construct's next turn or until the Construct 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 30ft in any direction. The Construct 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 16 Wis save 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 16 Dex save. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of it's 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. 

9. Disintegration Ray If the target is a creature, it must succeed on a DC 16 Dex save or take 45 (10d8) 10d8 force damage. If this creature is reduced to 0 hit points, it's body becomes a pile of fine gray dust. If the target is a large or smaller non-magicall object or creation of magical force, it is disintegrated without a savein throw. If the target is Huge or larger or creation of magical force, this ray disintegrates a 10ft cube of it. 

10. Death Ray The targeted creature must succeed on a DC 16 Dex save or take 55 (10d10) 10d10 necrotic damage. The target dies if the ray reduces it to 0hit points. 

Bonus Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. 

Legendary Actions

The construct 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. Roll a d10 do determine the effect.

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A steel replica of a Beholder and a vestige of the steel divine.

Lair and Lair Actions

The construct of patronage is considered to be in its lair as long as it is within 100 feet of the conduit of patronage. 

When fighting inside its lair, a construct can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the construct can take one lair action to cause one of the following effects: 

A 50-foot-square area of ground within 120 feet of the construct  becomes slimy; that area is difficult terrain until initiative count 20 on the next round. 

Walls within 120 feet of construct sprout grasping appendages until initiative count 20 on the round after next. Each creature of the constructs 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 construct. One random eye ray of the construct shoots from that eye at a target of the construct's choice that it can see. The eye then closes and disappears. 

The construct can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. 

CONIZGUZ

Comments

Posts Quoted:
Reply
Clear All Quotes