Large Aberration, Lawful Evil
Armor Class 18 natural armor
Hit Points 180 (19d10 + 76)
Speed 0 ft., Fly 20 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills Perception +12
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Power Word Stun Cone. The beholder’s central eye creates an area of magic that can stun its opponents. The creature with the lowest hit points is stunned (as long as they have fewer than 150 hit points). A creature stunned in this way may attempt a DC 16 Wisdom saving throw at the end of their turn, ending the effect on a success.

Legendary Resistance Legendary Resistance (3/Day). If Captain Vaxonar fails a saving throw, it can choose to succeed instead.

Actions

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

1. Confusion Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be confused per the spell confusion for 1 minute. The character can make attempt the save again at the end of its turn, ending the effect on itself on a success.

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.

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. Curse Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw. On a failed save, the target is cursed per the spell bestow curse.

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. Force Ray. Create one 10-foot-square wall of force panel per the spell wall of force.

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. Dance Ray. The targeted starts dancing per the spell Otto’s irresistible dance. The target can attempt a DC 16 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) 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 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The beholder can take 3 legendary actions, using the Eye Ray or Detonate 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.

Detonate. Captain Vaxonar causes a gas spore within 30 feet to explode, killing it.

 

Description

On initiative count 20, the Gas Spore lair action will go off first. Captain Vaxonar will use its legendary actions to get a gas spore to erupt if it can affect more than one character. It will then hover around the control desk, focusing its eye on the platform. Commander Zavrox will use its glare attack and try to inflict mummy rot on as many enemies as pos- sible, using spells only if necessary. Both beholders will fly away from the platform if they are injured by a sneak attack or a smite attack. When Vaxonar has 40 hit points left, it will move to the control desk and use its action to send a message to the fleet.

Lair and Lair Actions

A Beholder’s Lair

A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).

 

Lair Actions

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

  • The platform becomes coated with a sticky slime, causing the area to be difficult terrain until next turn.
  • 4 gas spores shoot out of the floor and join the combat.
  • Spectral Tentacles erupt out of the walls and the platform. Any creature within 10 feet of the platform or the walls must succeed on a DC 17 Dexterity saving throw or be grappled until the end of their next turn.

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

 

Regional Effects

A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
  • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.

If the beholder dies, these effects fade over the course of 1d10 days.

Monster Tags: Beholder

Habitat: Underdark

Brewksy

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