Large Aberration (Beholder), Typically Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 300 (25d12 + 130)
Speed 40 ft., (Hover)
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +12, DEX +8, CON +10
Skills Athletics +11, Perception +7
Damage Resistances Force, Bludgeoning from nonmagical attacks
Condition Immunities Frightened, Prone
Senses Darkvision 120ft, Passive Perception 17
Languages Common, Deep Speech, Undercommon Common, Deep Speech, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Actions

Multiattack. The Buffholder makes one Punch attack and two random Fist-Magic attacks.

Punch. Natural Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 12 (1d8 + 7) [Bludgeoning] damage, plus 3 (1d6) [Force] damage 

Fist-Magic. The Buffholder evokes one of the following Fist-Magic effects at random, choosing a target it can see within 120ft.

  1. A spectral hand appears next to the target and attempts to take an item they are holding. The target must make an Athletics or Acrobatics check DC 15. On a failure one item is taken from them and brought 60ft towards  the Buffholder.
  2. A stone hand (AC 8, HP 20) erupts from the ground next to the target attempting to grapple them. The target must make a Dexterity saving throw or take 5 (1d8) bludgeoning damage and be grappled. The target may use an action to make a DC 15 Athletics or Acrobatics check to escape the grapple.
  3. A swarm of spectral hands batter the air around the target. All creatures within 10ft of the target besides the target must make a DC 15 Strength saving throw or take 7 (2d6) bludgeoning damage and fall prone.
  4. A spectral floating fist appears next to the target. As part of this Fist-Magic action and when Fist-Magic happens on following turns, the Buffholder can move the fist 20ft and make a Punch attack through it. The Buffholder may only have one floating fist active at a time.
  5. A Rune appears on a solid surface within 120ft, as part of this Fist-Magic action and when Fist-Magic happens on following turns the Buffholder may choose a creature within 30ft of the rune to make a DC 15 Dexterity saving throw or be pulled 20ft towards the rune by a stretchy spectral arm. The Buffholder may only have one rune active at a time.
  6. Grasping spectral hands erupt from a rift within 120ft. When a creature first enters within 15ft of the point or starts its turn there, it must make a DC 15 Dexterity Save or take 18 (4d8) bludgeoning damage and be restrained by the hands. At the end of a restrained creatures turn they may make a DC 15 Strength save, escaping and moving half its speed on a success or taking 18 (4d8) bludgeoning damage on a failure. The Buffholder may only have one rift active at a time.
  7. A large shimmering hand (AC 20, HP 50, STR +7) appears next to the target. As part of this Fist-Magic action and when Fist-Magic happens on following turns the Buffholder may move the hand 30ft and have it make an opposed grapple check, or squeeze a creature it has grappled dealing 14 (1d12+7) to it.
  8. Reroll your Fist-Magic. When the Buffholder has rolled an 8 four times total it undergoes a transformation. It heals 50 Hit-Points and all of its current Fist-Magic is dispelled. When the Buffholder would make Fist-Magic on subsequent turns, it instead moves up to its speed and makes three Punch attacks.
Legendary Actions

The Buffholder can take 3 legendary actions. Only one legendary action can be used at a time and only at the end of another creature's turn. The Buffholder regains all legendary actions at the start of its turn.

Fist-Magic (Costs 1 Action). Perform a random Fist-Magic action

Description

A Buffholder is the result of a beholder dreaming of sick gains and ideal physical performance. It trains tirelessly to attain the type of body it dreams of. Its eyestalks thicken and close, resembling arms with closed fists.

The Buffholder hates its innate magic and seeks above all to shed its arcane connection, becoming a being of physical perfection. 

A Buffholder lacks the cunning and intelligence of a true beholder, often forgoing far-ranging schemes and power grabs in favor of seeking greater supplements, heavier weight-sets, and stronger opponents. It is not above pummeling creatures it sees as weaker than it, though if it recognizes someone of equal or greater strength then it may seek them as a workout buddy.

Monster Tags: Beholderabberationaberration

Habitat: MountainUnderdark

FalconFonix

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