Large Aberration
Armor Class 18 natural
Hit Points 180 (19d10)
Speed 20 ft., hover
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Skills Perception +12
Senses Darkvision 120ft, Passive Perception 20
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

boss week points .  has 6 week points and these need to be destroyed before killing this enemy

week point 1 tentacle: this week point is immune to spells and has 20 hp and 10 ac

week point 2 tentacle: this week point is immune to spells and has 20 hp and 10 ac

week point 3 tentacle: this week point is immune to spells and has 20 hp and 10 ac

week point 4 tentacle: this week point is immune to spells and has 20 hp and 10 ac

week point 5 tentacle: this week point is immune to spells and has 20 hp and 10 ac

week point 6 tentacle: this week point is immune to spells and has 20 hp and 10 ac

once all week points are killed 40 damage needs to be done in one turn to kill the beholder

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. Choose ray 1d10
1. Charm Ray The targeted creature must succeed on a DC 16 Wis save or be charmed by the beholder for 1 hour, or until the beholder harms the creature
2. Paralyzing Ray The targeted creature must succeed on a DC 16 Con save 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 a success.
3. Fear Ray The targeted creature must succeed on a DC 16 Wis save 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 a success.
4. Slowing Ray The targeted creature must succeed on a DC 16 Dex save. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on it's turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
5. Enervation Ray The targeted creature must make a DC 16 Con save, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.
6. Telekinetic Ray If the creature is a creature, it must succeed on a DC 16 Str save or the beholder moves it up to 30ft in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30ft in any direction. The beholder 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 16 Wis save 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. Petrification Ray The targeted creature must make a DC 16 Dex save. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of it's 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 16 Dex save or take 45 (10d8) 10d8 force damage. If this creature is reduced to 0 hit points, it's body becomes a pile of fine gray dust. If the target is a large or smaller non-magicall object or creation of magical force, it is disintegrated without a savein throw. If the target is Huge or larger or creation of magical force, this ray disintegrates a 10ft cube of it.
10. Death Ray The targeted creature must succeed on a DC 16 Dex save or take 55 (10d10) 10d10 necrotic damage. The target dies if the ray reduces it to 0hit points.

Actions

Bite Melee weapn attack: +5 1d20+5 4d6 Damage: 4d6

Legendary Actions

The beholder can take 3 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 regains spent legendary actions at the start of its turn. Eye Ray The beholder uses one random eye ray.

Mythic Actions

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 large intelligent monster capable of imminence amount of knowledge

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.

jowan1494

Comments

Posts Quoted:
Reply
Clear All Quotes