Large Aberration, Lawful Evil
Armor Class 18 natural armor
Hit Points 326 (50d10 + 76)
Speed 20 ft., fly 40 ft., climb 20 ft.
STR
10 (+0)
DEX
22 (+6)
CON
22 (+6)
INT
22 (+6)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +12, CON +12, INT +12
Skills Perception +12
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision 120 ft., Truesight, Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6

Antimagic Cone. The beeholder'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 beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

Lingering Damage. When the beeholder has less than 20HP left, if loses an eyestalk at random.

Immutable Form. The Beeholder is immune to any spell or effect that would alter its form.

Unbelievable Resistance. 3/day when the beeholder would normally fail a saving throw, they may choose to succeed instead.   

Actions

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

Sting. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. The targeted creature must succeed on a DC 18 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. A target who fails by 5 or more has eggs inserted into them, at the end of their next turn they take 2d10+2 damage as the bees burrow out from under their skin.

Eye Rays. The beeholder 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. Bees Ray. The targeted creature must succeed on a DC 18 constitution saving throw or be [Tooltip Not Found] by the beeholders bees for 10 minutes.

2. Two Bee or Not Bee Ray. The targeted creature must succeed on a DC 18 Intelligence saving throw or begin seeing double. Any creature they target, they must roll a d2. On a 1 they target the actual creature, and on a 2 they target the double. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Hee-Bee-Jee-Bees Ray. The targeted creature must succeed on a DC 18 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. Thicc Honey Ray. The targeted creature must succeed on a DC 18 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. Buzz Kill Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Beewilderment Ray. The targeted creature must succeed on a DC 18 Intelligence saving throw or begin to see all of their allies as evil worker bees. They must spend their action and movement to make a melee attack against their closest ally. The target creature may attempt to save at the end of each turn. 

7. Pollen Ray. The targeted creature must succeed on a DC 18 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. Honey Trap Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature is covered in acidic honey and restrained. It may repeat the saving throw at the end of their next turn. Any creature that starts its turn in the acidic honey takes 3d6 +10 acid damage. 

9. Disintegration Ray. The Beeholder is missing this eye stalk.

10. Pollen Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be dominated by the Beeholder for the next minute. The target can repeat the saving throw at the end of their turn or whenever they take damage. 

11. Buzzing Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or be defended by a buzzing sound. The target can repeat the saving throw at the end of their turn.

12. Buzz Off Ray. The targeted creature must succeed on a DC 18 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.

Reactions

Save the Kween
When the Beeholder is reduced to half of it's hit point maximum, a swarm of bees comes to her aid, providing +4 bonus to the Beeholders AC. This effect is removed if the Beeholder takes fire damage. 

Legendary Actions

The beeholder can take 3 legendary actions, using the options 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 beeholder uses one random eye ray.

Teleport. The Beeholder magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Honey Potted (2 Actions). The Beeholder secretes honey in a 20 foot radius. Creatures who come into contact with that surface must make a DC 18 Strength save or be restrained in the Honey.

 

 

 

Description

Beholders are spawned into existence when another beholder dreams of one. Although, the spontaneous creation of this beeholder happened in the exact space that was being occupied by a small bee. This caused the aberration to manifest. Its body consisting of a winged insect and a meaty head with 13 eye stalks protruding from it.

Lair and Lair Actions

A Beeholder’s Lair

A beeholder’s central hive is typically a large, spacious catacomb with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 22 (11,500 XP).

 

Lair Actions

When fighting inside its lair, a beeholder 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:

  • A 50-foot square area of ground within 120 feet of the beeholder becomes honmey; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the beeholder sprout 2d6 swarms of insects (bees). 
  • All creatures within 100ft of the beeholder need to make a DC 20 Constitution save or be deafened by the constant buzzing sound.

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

 

 While the beeholder is in its lair, it can slather itself in honey and heal for 3d10 hit points. The beeholder can use this ability 1/day. 

Monster Tags: Beholder

Environment: Underdark

DevMoD

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