Advanced Antimagic Cone. The apex eye's central eye can produce an area of anti-magic, as if by the anti-magic field spell, in a 150 foot cone. The apex eye can choose to turn off this effect at the start or end of their turn, or to only effect certain creatures or items with it.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. If the creature is large or smaller, they are grappled (escape DC 19) and the apex eye cant bite another creature.
Eye Rays. The apex eye shoots three of the following magical eye rays at random (reroll duplicates), firing it at one to three targets within 120 feet.
Eye Burst. (recharge 5-6) The apex eye fires one of its eye rays at random through its central eye in a 60 foot cone. The apex eye cannot use its telekinetic ray for this burst.
- 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the apex beholder for 1 hour, or until the beholder harms the creature. Creatures that have natural immunity to being charmed instead only have advantage against this saving throw.
- 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 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. Succeeding on the saving throw after previously failing it will cause the targeted creature to have disadvantage on their next attack roll.
- 3. Fear Ray. The targeted creature must succeed on a DC 16 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 16 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 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 16 Constitution saving throw, taking 36 (8d8) 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 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder'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 16 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 16 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. 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 Dexterity saving throw or take 50 (10d10) 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 16 Dexterity saving throw or take 65 (12d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Spell Reflection. If the apex eye makes a successful saving throw against a spell, or a spell attack misses it, the apex eye can choose another creature (including the spellcaster) it can see within 60 feet of it. The spell targets the chosen creature instead of the apex eye. 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.
The apex eye can take 3 legendary actions from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spend legendary actions at the end of its turn.
Eye Ray. The apex eye uses a random eye ray
Eye Burst. The apex eye uses its eye burst, if it has recharged.
Description
Beholders are ordinarily self obsessed, arrogant, and utterly insane. However, on extremely rare occasions during their slumber, the veil of their narcissism is pierced by a single, betraying thought, one of *gasp!* self improvement! This rare moment of self awareness transforms the beholder, improving themselves to power far beyond what they had before. These powerful creatures, known as the apex eyes, have all the power of a beholder and more, but lack the insanity and arrogance of their lesser kin. Because of this, apex eyes are not prone to evil, normally dedicating themselves to some cause. Some apex eyes become rulers over a kingdom, using their immense strength and intelligence for the good of the kingdom. Some seek out beholders, attempting to show them the path towards ascendance the way that they have. In any case, most adventurers would much rather encounter an apex eye, despite their increased strength.
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