Antimagic cone. The beholder king's central eye creates an area of antimagic, as in the antimagic field spell, in a 500-foot cone. At the start of each of its turns, the beholder king decides which way the cone faces ad whether the cone is active. The area works against the beholder king's own eye rays.
king's command. Any beholder within 500-feet will attack the current enemy/enemies that the beholder king is fighting.
Bite. Melee Weapon Attack: +7 to hit, reach 80 ft., -10 targets. Hit:45 (4d20) piercing damage.
Eye Rays. The beholder king shoots five of the following magical eye rays at random (reroll duplicates), choosing three of five targets it can see within 300 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder king harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 5 minutes. 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 19 Wisdom saving throw or be frightened for 5 minutes. 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 17 Dexterity saving throw. On a failed save, the target's speed is quartered for 2 minutes. 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 17 Constitution saving throw, taking 40 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. The targeted is a creature, it must succeed on a DC 18 Strength saving throw or the beholder king moves it up to 60 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder king's next turn or until the beholder king is incapacitated. If the target is an object weighing 5000 pounds or less that isn't being worn or carried, it is moved up to 60 feet in any direction. The beholder king 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 17 Wisdom saving throw or fall asleep and remain unconscious for 5 minutes. The target awakens if it takes damage or another creature takes an action to wake it.
8. Petrification Ray. The targeted creature must make a DC 17 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 18 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 20-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 60 (11d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Kneel to the king. If hit by a magical attack while utilizing Telekinetic Ray, the creature that cast said magical attack will lose all control of their lower half for 1 minute.
The beholder king can take 10 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 king regains spent legendary actions at the start of its turn.
King's Ray. The beholder king blasts all of his enemies with 21 beams coming from his 21 eyes, dealing 80 (4d20) necrotic damage.
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 gargantuan beholder with 21 eyes instead of 11, three large protrusions coming from the top of the head that resemble a crown. Has an uncountable amount of teeth in its mouth, having one normal jaw, and two other jaws coming out the side of the main mouth. all of the beholder king's iris' have the same bright purple color. The beholder king's skin is a dark purple with a red tint.
Lair and Lair Actions
The lost castle of Jormungandr.
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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Posted Oct 7, 2025Holy moly what was I thinking