Drunkards Gaze. When a creature that can see the beerholder’s central eye starts its turn within 30 feet of the beerholder, the beerholder can force it to make a DC 14 Constitution saving throw if the beerholder isn’t incapacitated and can see the creature. A creature that fails the save experiences a feeling resembling a state of black-out drunkenness and is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the beerholder in the meantime, it must immediately make the save.
Beer Burp. When the beerholder is hit by more than 50 points of damage before its next turn, the beerholder releases a massive rank burp. Each creature within 10 feet of it must make a DC 14 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one.
Tankard. Ranged Weapon Attack: +8 to hit, reach 25 ft., one target. Hit: 10 (2d8+1) bludgeoning damage.
Eye Rays. The beholder 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:
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Drinking Buddy Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beerholder for 1 hour, or until the beerholder harms the creature.
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Take a Drink Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be compelled to drink the entire tankard that just appeared in their hand. Take the appropriate number of intoxication levels based on the strength of the drink. The tankard vanishes when the drink is gone.
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Beer Hose Ray: The targeted creature must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet directly away from the beerholder and have its speed halved until the start of the beerholder’s next turn.
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Intoxication Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target gains 1d6 Intoxication levels.
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Hangover Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1d4 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Last Call 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.
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