Huge Aberration, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d12 + 64)
Speed 50 ft., Climb 40 ft.
STR
23 (+6)
DEX
22 (+6)
CON
18 (+4)
INT
16 (+3)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws DEX +10, CON +8
Skills Perception +6, Stealth +7
Damage Vulnerabilities Fire
Damage Immunities Lightning
Condition Immunities Blinded, Charmed, Prone
Senses Darkvision 90 ft., Passive Perception 16
Languages Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Actions

Multiattack. The Bijholder makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the Bijholder isn't already constricting a creature, and the target is restrained until this grapple ends.

Decaying Breath Ray (Recharge 6). The Bijholder exhales a line of necrotic energy that is 100 feet long and 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature must make an additional DC 17 Constitution saving throw, or be unable to regain hp for a minute. The creature is able to attempt another saving throw at the end of their turn. 

Swallow. The Bijholder makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the Bijholder, and it takes 21 (6d6) acid damage at the start of each of the Bijholder's turns. A Bijholder can have only one creature swallowed at a time.

If the Bijholder takes 30 damage or more on a single turn from the swallowed creature, the Bijholder must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the Bijholder. If the Bijholder dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Eye Rays. The Bijholder shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn. (2d6)

  1. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. 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 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.

  2. Paralyzing Ray. The target must succeed on a DC 13 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.  Sleep Ray. The targeted creature must succeed on a DC 17 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.

  4. 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.
  5. Paranoia Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or hallucinate for 1 minute. During this hallucination period, the target is untrusting of their allies, and being to see aggressive illusionary figures. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  6. Telekinetic Ray.  If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray's telekinetic grip until the start of the tyrant's next turn or until the tyrant 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 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Habitat: Underdark

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