Legendary Resistance (3/Day). If the beholder lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed beholder lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Antimagic Cone. The 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 beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Paralyzing Bite. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (4d6) piercing damage plus 10 (3d6) cold damage. The target must succeed on a DC 17 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.
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:
1. Charm Ray. The targeted creature must succeed on a DC 17 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 17 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 17 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 17 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 17 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 17 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 17 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 17 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 17 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 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Channel Undeath (Recharge: 5-6). The beholder lich surrounds itself with an aura of negative energy that lasts until the end of its next turn. The aura extends in a 20ft radius around the beholder lich. Any non-undead creature that starts its turn in the aura, or enter the aura, takes 4d8 necrotic damage. The beholder lich gains life equal to half the damage dealt this way.
The beholder's eye beams are increased to DC 18 until the beginning of the beholder's next turn.
Additionally, as a bonus action during this turn, the beholder lich may summon or raise one of the following options of undead creature(s) anywhere inside its aura. Roll initiative for creatures summoned this way. 5 (2d4) Skeletons or zombies; 1 (1d2) ghosts; 1 wraith
The beholder lich 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 lich regains spent legendary actions at the start of its turn.
Eye Ray. The beholder lich uses one random eye ray.
Paralyzing Bite (Costs 2 Actions). The beholder lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The beholder lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the beholder lich's gaze for the next 24 hours.
Lair and Lair Actions
A beholder lich’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. It will often surround itself with lesser undead or piles of corpses to raise, and will protect the entrances to its lair with traps.
A beholder encountered in its lair has a challenge rating of 17.
Lair Actions
On initiative count 20 (losing initiative ties), the beholder lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:
- Skeletal, rotting arms, or thick, maggot-like tentacles spring from the ground within 60 feet of the beholder lich until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within this area must succeed on a DC 16 Dexterity saving throw or be grappled. Escaping requires a successful DC 16 Strength (Athletics) or Dexterity (Acrobatics) check.
- The beholder lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the beholder lich takes damage, the target must make a DC 17 Constitution saving throw. On a failed save, the target takes damage equal to half of the damage suffered by the beholder lich. This tether lasts until initiative count 20 on the next round.
- The beholder lich calls forth ethereal tentacles or the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the beholder lich can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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