Huge Monstrosity (Beholder), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 180 (19d10 + 76)
Speed 20 ft., (hover)
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills Perception +12
Damage Immunities Poison
Condition Immunities Poisoned, Prone
Senses Darkvision 120ft, Passive Perception 22
Languages Abyssal, Common, Deep Speech, Draconic, Undercommon Abyssal, Common, Deep Speech, Draconic, Undercommon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Charming Cone. The beholder's central eye emits an invisible, magical 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. Any creature in the area that is not immune to charm effects must use its movement speed to move toward the beholder.

Innate Spellcasting. The beholder's innate spellcasting ability is Charisma (spell save DC16). The beholder can innately cast the following spells, requiring no material components: 

Animal Friendship (snakes only). 

Special Trait Name. Enter the description for your special trait.

Innate Spellcasting. The [Beholder (Snake Eyes)] is a 9-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 16, +9 to hit with spell attacks). The [Beholder (Snake Eyes)] has following [Enchantment] spells prepared:
1st level (at will): [Animal Friendship]
2nd level (3/day): [Suggestion]

Magic Resistance. The beholder has advantage on saving throws against spells and other magical effects.

Constricting Rays. Any of the beholder's rays can choose to constrict (+10 to hit, reach 15 ft., one target) instead of shooting. The target takes 14 (4d6) bludgeoning damage and is grappled (escape DC 16) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained and has disadvantage on saving throws against the beholder's rays, and that ray cannot constrict another target. 

Actions

Bite. 

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 14 (4d6) [piercing] damage + 7 (2d6) [poison] damage. 

Unhinge Jaw. The beholder attempts to eat a creature it is constricting and shoots one of its magical eye rays at another target.

The target being eaten must succeed on a DC 16 Strength saving throw or be swallowed whole by the beholder and take 14 (4d6) acid damage and 14 (4d6) poison damage. Any creature that starts its turn inside the beholder's stomach takes this damage again. The creature can use its action to repeat the saving throw, escaping on a success.

The beholder can swallow only one creature at a time.

Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), chosing one to three targets it can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 16 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 16 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 16 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 16 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 16 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 16 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 16 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 16 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 16 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 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. 

Legendary Actions

The beholder can take 3 legendary actions, using the Eye Ray 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. (Costs 1 Actions). The beholder uses one random eye ray.

Lair and Lair Actions

When fighting inside its lair under Hisari's temple, the beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects.

Lair Actions

On initiative count 20 (losing initiative ties), the [beholder] takes a lair action to cause one of the following effects; the [beholder] can’t use the same effect two rounds in a row:

  • Why Did It Have To Be Snakes? A 20-foot square area of ground within 60 feet of the beholder becomes filled with writhing snakes until initiative count 20 on the next round. Each creature of the beholder's choice that starts its turn in this area must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 15). This area also counts as difficult terrain..
  • The Crowns Fury. A 10-foot square area of ground within 60 feet of the beholder erupts in a geyser of lava. Each creature in that area must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) fire damage, or half as much on a success. The lava remains molten and hot until initiative count 20 on the next round. Any creature ending its turn in the lava must make the same save.
  • Snake Eyes' Minions. A yuan-ti mind whisperer crawls out of the ground and attacks. No more than 2 of these minions can be active at a time.

 

Monster Tags: Beholder

Habitat: Underdark

Psychward_swg

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