Stunning Gaze: When a creature that can see the Beholder Kin's central eye starts its turn within 30 feet of it, the Beholder Kin can force it to make a DC 14 Wisdom saving throw. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the Beholder Kin until the start of its next turn, when it can avert its eyes again. If the creature looks at the Beholder Kin in the meantime, it must immediately make the save.
Death Throes: When the Beholder Kin dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, takin 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
Eye Rays: The Beholder Kin can shoot three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the Beholder Kin's next turn.
2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
3. Fire Ray: The targeted creature must succeed on a DC15 Dexterity saving throw or take 22 (4d10) fire damage.
4. Paralyzing Ray: The targeted creature must succeed on a DC 15 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.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Enter a general description for your monster here.
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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