Large Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 20 ft., Walk 0 ft.
STR
10 (+0)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws WIS +2
Damage Immunities Poison
Condition Immunities Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 9
Languages Deep Speech, Undercommon (understands but can’t speak)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Negative Energy Cone. The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.

Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Ray. The zombie beholder uses 2 random magical eye rays, targeting a random target that it can see within 60 feet of it.

1. Paralyzing Ray. The targeted creature must succeed on a DC 14 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.

2. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw or the beholder zombie moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder zombie's next turn or until the beholder zombie 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 zombie can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

3. Charm Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be charmed by the beholder zombie for 1 hour, or until the beholder zombie harms the creature. The creature can make a new DC 14 Wisdom saving throw at the end of each of its turns.

4. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.

5. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 23 (5d8) 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 nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Legendary Actions

1 legendary reaction:

The zombie beholder uses 1 random magical eye ray, targeting a random target that it can see within 60 feet of it.

Monster Tags: Beholder

dlavenesaus

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