Large Aberration, Lawful Evil
Armor Class 22 natural armor
Hit Points 241 (23d10 + 115)
Speed 20 ft., (hover)
STR
10 (+0)
DEX
22 (+6)
CON
20 (+5)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +11, INT +10, WIS +8, CHA +9
Skills Perception +15
Condition Immunities Prone
Senses Truesight 120 ft., Passive Perception 25
Languages Deep Speech, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Antimagic Cone. The beholster’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 beholster decides which way the cone faces and whether the cone is active. The area works against the beholster’s own eye rays, but not against its guns.

Actions

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

Eye Rays. The beholster 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. Charm Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw 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 19 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. Fear Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw 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 itself on a success.

  4. Slowing Ray. The targeted creature must succeed on a DC 19 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.

  5. Enervation Ray. The targeted creature must make a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 19 Strength saving throw or the beholder moves it up to 30 feet 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 30 feet 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 19 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.

  8. Petrification Ray. The targeted creature must make a DC 19 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.

  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 19 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

  10. Death Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Iron Sight. The Beholster can replace any of Eye Rays attacks with an attack from it's two revolvers. Ranged Weapon Attack: +12 to hit, reach 80/240 ft., one target. Hit: 30(4d8+12) piercing damage.

 

Bonus Actions

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

Legendary Actions

The beholster can take 3 legendary actions, using the Eye Ray or Iron Sight 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 beholster uses one random eye ray.

Iron Sight. The beholster makes one attack with it's revolvers.  

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

The Beholster has taken up guncraft as a means to supplement it's eye rays. It has two midsize arms at it's rides, which it uses to fire two rifles as an attack. The Rifles magically reload, but otherwise fire non-magical ammunition. 

Scholars debate whether beholsters wear a cowboy hat over the top of their main head, or if each eye has it's own mini cowboy hat. None have lived to find out.

Lair and Lair Actions

Lair Actions

When fighting inside its lair, a beholster can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholster can take one lair action to cause one of the following effects:

  • A 20-foot square area of ground within 120 feet of the beholder becomes dusty; creatures in that area are blinded and heavily obscured until initiative count 20 on the next round.
  • A wooden facade of a building up to 60 feet long, 5 feet thick, and 20 feet high erupts from the ground within 120 feet of the beholster until initiative count 20 on the round after next. Each 10 foot section of the facade has 30hp resistance to piercing damage, and vulnerability to fire damage. Each creature in the wall's space when it appears must make a DC 17 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be moved 5 feet out of the way of the wall.
  • An amorphous cowboy with two revolvers appears on a solid surface within 60 feet of the beholder. The amorphous cowboy makes one Iron Sight attack at a target of the beholster’s choice that it can see. The amorphous cowboy then cheers "Yehaw!" and disappears.

The beholster can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

Regional Effects

A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the beholster’s lair sometimes feel as if they’re being watched when they aren’t.
  • When the beholster sleeps, minor warps in reality occur within 10 miles of its lair and then vanish 24 hours later. Roll on the table below to see what effects occur:
  1. All creatures awake with a nice mustache or curled hair done up in a bun, and wearing cowboy hats of varying colors.
  2. All creatures awake speaking in a southern accent
  3. 1d4 packhorses appear near the party, and will follow them around.
  4. 1d4 buzzards appear near the party, and will follow them around.
  5. Tumbleweeds blow in and last for 1d6 hours. Walking through them is difficult terrain. 
  6. A train can be heard in the distance. The train runs on magical self-laying tracks, and is headed to a random destination.

If the beholster dies, these effects fade over the course of 1d10 days.

Habitat: DesertUrban

3ftTall3ftWide

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