Large Undead, Lawful Evil
Armor Class 15 Natural Armor
Hit Points 144 (18d10 + 54)
Speed 0 ft., Fly 20 ft. (Hover)
STR
11 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws WIS +4, CHA +7
Skills Perception +8
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Darkvision 120ft, Passive Perception 18
Languages Languages it knew in its past life.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Necromatic Cone: The Beholder Mummy creates an area of Necromagic in a 60ft cone. At the start of its turn, it chooses 2 targets in the cone. The targets must make a Constitution Saving Throw (DC15) or take 4d6 Necrotic Damage, half damage on a success. The Beholder Mummy regains half the damage dealt as hit points.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit : 3d6 piercing damage.

Eye Jar Rays. The Beholder Mummy can activate any of its eye jars that are within 250ft of it. Eye jars have AC 10, 5 hp, and resistance to all damage except bludgeoning. The eye stalks can target any creature it can see within 60ft.

Enemies Abound Ray: Target 1 creature within range. DC15 Intelligence save of it loses the ability to distinguish friend from foe. Target can repeat the save at the end of each of its turns.

Insect Plague Ray: 10ft radius sphere within range. Each creature must make a DC15 Constitution Saving throw or take 4d8 piercing damage, half on a success. Creatures make the save when they first enter the area on their turn or if they end their turn in the area. The sphere lasts until the start of the Beholder Mummy's next turn.

Disintigration Ray: Target 1 creature to make a DC15 Dexterity saving throw or take 10d8 force damage. Reducing a creature to 0 hp with this damage turns them to dust.

Bones of the Earth Ray: A pillar of stone erupts from the easrth, 5ft diameter and 30ft high. Creatures lifted by the pillar must make a DC15 Dexterity saving throw or be lifted up. Targets caught between the pillar and a surface take 6d6 bludgeoning damage. DC 15 Strength or Dexterity Check to escape. Pillars last for 1 minute or until the ray is used again.

Sleep Ray: Target 1 creature to make a DC15 Wisdom saving throw or fall unconscious. Target wakes if they take any damage or another creature uses their action to wake them.

Telekinetic Ray: Target 1 creature or object. Targets must make a DC15 Strength saving throw or the Beholder Mummy moves it 30ft in any direction. Target is then restrained until the start of the Beholder Mummy's next turn.

Fear Ray: Target 1 creature to make a DC15 Wisdom saving throw or become frightened for 1 minute. Target can repeat the save at the end of each of its turns.

Slowing Ray: Target 1 creature to make a DC15 Dexterity saving throw or their speed is halved for 1 minute. Also, target cannot take reactions and it can take an action or a bonus action but not both. Target can repeat the save at the end of each of its turns.

Description

A beholder once believed to be godlike by its followers can be embalmed upon its death. The body is wrapped and preserved while the eye stalks are separated and placed within preserving jars. After years of the beholder's natural magic seeping into the bandages, it is brought back to an undead state of its formal self. The eye stalks within the jars become active once again and can be used by the beholder mummy to watch over its tomb. The eye stalks can also be used to activate their specific ray at targets as long as they are within 250ft of the beholder mummy.

The central eye of the beholder mummy has lost all coloration and appears as a black void. The bandages hang loosely off the body as it floats, slightly exposing its partially decayed flesh or even skull.

Monster Tags: Beholderundead

Habitat: DesertMountainUnderdark

Draztifo

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