Large Aberration, Lawful Evil
Armor Class 19 Natural Armour
Hit Points 225 (18d10 + 126)
Speed 20 ft., (Hover)
STR
10 (+0)
DEX
14 (+2)
CON
23 (+6)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills Insight +7, Perception +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 120ft, Passive Perception 22
Languages Deep Speech, Undercommon Deep Speech, Undercomon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Antimagic Cone: The Crystalline Beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the Crystalline Beholder decides which way the cone faces and whether the cone is active. The area works against its own eye rays.

Crystalline Body: The Crystalline Beholder’s body is made of dense, reflective crystal. Whenever a creature within 60 feet of the Crystalline Beholder targets it with a ranged spell attack or line spell, there is a 50% chance the spell reflects back at the caster as if it originated from the Crystalline Beholder, turning the caster into the target.

Legendary Resistance (3/Day): If the Crystalline Beholder fails a saving throw, it can choose to succeed instead.

Crystalline Regeneration: The Crystalline Beholder regains 10 hit points at the start of its turn if it has at least 1 hit point remaining.

 

Actions
  • Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

  • Eye Rays: The Crystalline 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:

  1. Crystalline Disintegration Ray: The target must make a DC 17 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, its body becomes crystallized and is turned to solid crystal.

  2. Petrifying Ray: The target must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to crystal and is restrained. It must repeat the saving throw at the end of its next turn, becoming petrified if it fails or ending the effect on a success.

  3. Crystal Sleep Ray: The target must succeed on a DC 17 Wisdom saving throw or fall asleep and be petrified, taking no damage but remaining incapacitated and unaware of its surroundings for 1 minute or until it takes damage.

  4. Reflective Ray: The target must make a DC 17 Charisma saving throw. On a failed save, the next spell that targets the Crystalline Beholder within the next minute is reflected back at the caster.

  5. Shattering Ray: The target must make a DC 17 Constitution saving throw, taking 36 (8d8) thunder damage on a failed save, or half as much damage on a successful one. Objects that aren't being worn or carried are destroyed if the ray strikes them.

  6. Crystal Bond Ray: The target must make a DC 17 Wisdom saving throw. On a failed save, the creature is bonded to the Crystalline Beholder for 1 minute. While bonded, any damage the Crystalline Beholder takes is also dealt to the bonded creature.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Crystalline Beholder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crystalline Beholder regains spent legendary actions at the start of its turn.

  • Eye Ray: The Crystalline Beholder uses one random eye ray.
  • Crystalline Reflection (Costs 2 Actions): The Crystalline Beholder reflects light through its body, creating an illusion of itself in an unoccupied space within 30 feet. The illusion lasts until the start of the Beholder’s next turn. The illusion has the same AC as the Beholder and is indistinguishable from the real one, but it can’t take actions or reactions.
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

Enter a general description for your monster here.

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.

DeathByKevin

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