Large Aberration (Beholder), Lawful Evil
Armor Class 16 natural armor
Hit Points 133 (15d10 + 55)
Speed 20 ft.
STR
10 (+0)
DEX
14 (+2)
CON
17 (+3)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws INT +5, WIS +5, CHA +5
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 18
Languages Deep Speech, Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Torporific Gaze. The beholder's central eye emits a Torporific Gaze that creates an area of lethargy in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. Creatures in the cone have their speed halved and can only use an action, or a bonus action during their turn. In addition, creatures have disadvantage on Constitution saving throws, and cannot recover hit points while in the cone. 

Actions

 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+3) piercing damage.

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 of it. The six eye rays include:

1. Magic Ray. The targeted creature must succeed on a DC 14 Intelligence saving throw or take 14 (3d6) Necrotic damage and lose a single highest level spell slot.

2. Enfeebling Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be blinded 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. Confusion Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or take 25 (4d10) Psychic damage and become Confused for 1 minute. At the end of each of its turns, a confused creature can repeat the saving throw, ending the condition on itself on a success. Additionally, before taking any action or bonus action, a confused creature must roll a d4 and consult the table below to determine who they target. The creature uses its movement to reach the target if necessary:

  1. Self
  2. Nearest Ally
  3. Random Monster
  4. Selected Target

4. Force Ray. The targeted creature must succeed on a DC 14 Strength saving throw or take 25 (4d10) Force damage and be knocked back 10 feet. If the targeted creature would hit an object or creature, they both take 5 (1d10) Bludgeoning damage.

5. Black Ray. The target must make a DC 14 Constitution saving throw, taking 49 (14d6) Necrotic damage, or half as much on a successful save. If a creature is knocked unconscious by this ability, they are instead instantly killed.

6. Polymorphic Ray. The target must succeed on a DC 14 Charisma saving throw or be polymorphed into an animal until the end of its next turn. A creature polymorphed by this ability assumes the beast's statistics and abilities, replacing its own. The polymorph effect can be ended by lesser restoration or similar magic, but not as a result of being knocked unconscious. Roll a d6 to determine the type of animal:

  1.  Cat
  2.  Deer
  3.  Frog
  4.  Goat
  5.  Rat
  6.  Weasel

Monster Tags: Beholder

Habitat: Underdark

Graham3D

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