Gargantuan Aberration (Fiend), Chaotic Evil
AC 22 (blackened armored hide)    Initiative +12 (22)
HP 1025 (50d20 + 500)
Speed 0 ft., Fly 40 ft.
Mod Save
STR 24 +7 +7
DEX 16 +3 +3
CON 30 +10 +10
Mod Save
INT 26 +8 +17
WIS 22 +6 +15
CHA 26 +8 +17
Skills Arcana +17, Deception +17, Insight +15, Perception +24
Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Charmed, Frightened, Paralyzed, Poisoned, Prone, Stunned
Senses Truesight 300 ft.; Passive Perception 31
Languages Deep Speech, Undercommon Telepathy All Languages (300 ft)
CR 30 (XP 155,000; PB +9)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.

World Bleed. The area within 300 feet of the Beholder is warped. Natural laws are bent: Magic is unreliable. Every spell cast within this range requires a DC 18 ability check using the caster’s spellcasting ability. On a failure, the spell fizzles and the caster takes 4d10 psychic damage.
Nonmagical healing has no effect.
Saving throws against Frightened effects are made with disadvantage. Creatures immune to the frightened condition make saving throws against it with advantage.

Inner Reality. The beholder is immune to any spell or effect that would alter its form or forcibly teleport/change its position against its will. 

Horrible Revelation. When a creature first sees the Beholder each day, it must succeed on a DC 23 Wisdom saving throw or immediately suffer one random Long-Term Madness (DMG pg. 260) and take 40 (8d10) psychic damage.

Blood of the Dreaming Abyss. When damaged by piercing or slashing attacks, the Beholder erupts with living blood. Creatures within 30 feet must succeed on a DC 23 Dexterity saving throw or take 30 (6d10) necrotic damage and become dream-cursed for 1 minute.
While dream-cursed they have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. And their dreams are controlled by the Beholder if they fall [condition]unconscious[/unconscious] as though through the dream spell.

Dread Consumption.
Each time the Beholder deals psychic or necrotic damage to a creature, it gains 1 Dread Stack. When the Beholder reaches 5 stacks it can choose to immediately:

  • Recharge all expended Eye Rays, and regain all expended legendary actions if it is not its turn.
  • Fire two different Eye Rays as a bonus action on it's current turn. (Or upcoming turn)
  • All creatures that can see the Beholder must succeed a DC 21 Wisdom saving throw or become Frightened for 1 minute. Remaking the saving throw at the end of each of their turns.
  • After activation, all stacks are reset to 0.
Actions

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 49 (12d6+7) piercing damage.

Nightmare Eye Rays. The beholder shoots five of the following magical eye rays at random (reroll duplicates), choosing one to five targets it can see within 150 feet of it:

  1. Twilight Charm Ray: The targeted creature must succeed on a DC 24 Wisdom saving throw or be charmed and suffer hallucinations for 1 minute. While charmed, the creature perceives its allies as monstrous enemies and its enemies as loved ones begging for help. The creature must repeat the saving throw at the end of each of its turns, ending the effect on a success.

  2. Paralyzing Grief Ray: The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute as spectral hands of dead loved ones grasp at them. The creature can repeat the saving throw at the end of each of its turns, with disadvantage if it has the frightened or charmed conditions.

  3. Dread Infusion Ray: The creature must make a DC 24 Wisdom saving throw or become frightened and take 28 (5d8) psychic damage, or half as much on a success. While frightened in this way, the target cannot distinguish illusion from reality and has disadvantage on all Intelligence, Wisdom, and Charisma checks and saving throws for the duration (1 minute). Repeating the save at end of each of its turns.

  4. Sloth Ray: The targeted creature must succeed on a DC 24 Dexterity saving throw or be cursed with unbearable mental exhaustion. For 1 minute, the creature’s speed is halved, it cannot take reactions, and can only take an action or bonus action on its turn—not both. A creature can repeat the saving throw at the end of each of their turns. Regardless of success or failure, the creature takes 31 (5d8) necrotic damage.

  5. Soulleech Ray: The target must succeed on a DC 24 Constitution saving throw or take 23 (5d8) poison damage and 23 (5d8) necrotic damage and lose 1 hit die. If the creature has no hit dice remaining, it gains 1 level of exhaustion instead. The beholder then regains hit points equal to a roll of its own hit dice (1d20+10).

  6. Mental Shackles Ray: The targeted creature must succeed on a DC 24 Strength saving throw or become Restrained as phantom chains of regret and sorrow wrap around them. While restrained, the creature has disadvantage on saving throws against other eye rays. The condition lasts until the end of the Beholder’s next turn or until Dispel Magic is used targeting them.

  7. Sleep Paralysis Ray: The creature must succeed on a DC 24 Wisdom saving throw or fall into a waking nightmare, becoming unconscious for 1 minute. The creature remains aware of its surroundings but cannot act. It awakens if it takes damage from an external source or another creature uses an action to wake it. While in this state the creature is afflicted by nightmarish hallucinations behind their woken eyes taking 10 (3d6) psychic damage at the beginning of each of their turns. This damage does not awaken the creature.

  8. Shatterform Ray: The creature must make a DC 24 Dexterity saving throw or begin turning to black crystal. On a failure, it 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 in an obsidian-like stasis until freed by greater restoration spell or other magic such as wish. While petrified in this way the beholder has advantage on Bite attacks against the creature and deals double damage with said attacks.

  9. Oblivion Ray:  The creature must succeed on a DC 24 Dexterity saving throw or take 66  (12d10) force damage. If this reduces the creature to 0 HP, they are obliterated into living shadow, unable to be resurrected except by the wish or true resurrection spell. Magical constructs, undead or summoned creatures are instantly destroyed.

    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 15-foot cube of it.

  10. Heartstopper Ray: The creature must succeed on a DC 24 Constitution saving throw or take 88 (16d10) necrotic damage. If reduced to 0 HP, the creature dies instantly, and its heart is transmuted into a twitching orb of darkness that explodes when a creature starts its turn within 5 feet, or comes within 5 feet of orb; dealing 3 (1d6) necrotic damage to all creatures within 5 feet.
    A creature killed this way cannot be resurrected unless their heart is healed using the regenerate spell. Or if the wish or true resurrection spells are used.

  11. Soul Rot Ray: The creature must succeed on a DC 24 Charisma saving throw or it's hit point maximum is halved for 24 hours or until the greater restoration or similar magic is used. The hit points lost, if any, when the creatures maximum is halved do not heal from the restoration unless its done via wish

  12. Unmaking Ray: The creature must succeed on a DC 24 Dexterity saving throw or take 100 (20d10) force damage. If this damage reduces the creature to 0 hp, they are erased from existence (no death saves). The only spell capable of bringing them back is the wish spell.

Reactions

Quell Reality. When a creature within 300 ft. of the beholder rolls a 20 on an attack roll, ability check, or saving throw; the beholder can choose to turn the roll into a 1.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn , the beholder can expend a use to take one of the following actions. The beholder regains all expended uses at the start of each its turns.

Eye Ray. The beholder uses one random eye ray.

Nightmare Ray (Costs 2 Actions): The Beholder shoots its large Eye Ray at a target within 150 feet. The target must make a DC 21 Constitution saving throw or take 8d10 psychic damage and suffer Disadvantage on all Wisdom, Intelligence, and Charisma saving throws until the end of the Beholder's next turn.

Reality Warp (2 Actions). Twist space; each creature within 60 feet must succeed on a DC 21 Intelligence saving throw or be teleported 1d100 (rounded down to the nearest increment of 5) feet in a direction of the beholders choice, taking 6d10 force damage.

Flood the Dream (3 Actions). All cursed creatures (dream-cursed) automatically take 40 psychic damage and are stunned until the end of their next turn.

Mythic Actions

Mythic Trait: Dream Rebirth
If reduced to 0 hit points, the Nightmare Beholder doesn't die immediately. Instead it sinks into its own blood, vanishing into the floor.

3 rounds later, it erupts back into reality at full health, but now reality itself has become part of the Dream of Nightmares within a 1-mile radius permanently.

Players must now find a way to seal the dream or escape, lest they be trapped inside the nightmare world forever as the Beholder becomes immune to damage until the dream is sealed. (If the dream is sealed the Beholder regains 445 hit points and becomes killable)

Award a party an additional 100,000 XP for defeating the beholder after its Dream Rebirth activates.

Despair Surge — "Dream of the Unseen Grave"
When the Beholder reaches 5 stacks of Dread Consumption and maintains them for 2 consecutive rounds without expending them, it triggers a Despair Surge — an even more terrifying transformation.

Roll 1d4 to determine the effects:

  1. Reverse Gravity Collapse
    The Beholder distorts the very space around it, pulling all creatures within 60 ft. (except itself) into a chaotic, upside-down world. Each creature must make a DC 21 Strength saving throw or be pulled into the air (up to 60 ft.) and take 6d10 force damage. On a success, they take half damage and fall prone.
    For 1 minute, creatures that fail this save are incapacitated while floating in the distorted gravity field.

  2. Memory Leak
    The Beholder unleashes an aura of psychic devastation that rends the minds of its enemies. Each creature within 60 ft. must make a DC 20 Intelligence saving throw or suffer the loss of 1 ability score (player’s choice) for 1 hour. The effect is cumulative, and the creature must make the save at the start of each of its turns until it succeeds. On a success, the creature suffers no penalty but is Frightened for the duration.

  3. Shadow Bloom
    Terrifying, thorned tendrils made of darkness burst forth in a 60 ft. radius around the Beholder. Each creature in the area must succeed a DC 22 Dexterity saving throw or take 8d10 piercing + 4d10 necrotic damage. Those who fail are also grappled and must spend an action to escape the tendrils (DC 20 Strength check).

  4. Echo of the Forgotten
    The Beholder summons a twisted, corrupted reflection of one of its foes (chosen by the DM or based on a fallen PC). This shadowy reflection is hostile and uses the same stats as the creature’s original form but has the Fiendish subtype and is under the Beholder's control. The shadow acts on initiative count 20 (losing initiative ties) and attacks for 1 minute before crumbling into nothingness.

Description

 

"Its eyes are no longer windows. They are open wounds. Its breath is not air, but the dream leaking, weeping through the cracks in existence." ~ The Diver

 

Appearance. A once-tyrannical Beholder now twisted into something far beyond mortal understanding. Its eye stalks have splintered and multiplied, twitching erratically like broken limbs. Each eye oozes black ichor and weeps a different color of corrupted light. Its central eye is a milky white mass, pupil a pit of writhing shadow that devours light and memory. Obsidian-like chitin covers its body, split with cracks that leak cursed, blackened blood, steaming with dreamstuff rot.

Origin. This abomination was born when a dying Beholder fused with the Corruption — a fiendish infection from the Dream of Nightmares. Torn between infinite possibilities and madness, it awakened not as a creature, but as a concept made flesh: fear made manifest, nightmare given form.

Behavior. The Ascendant floats with disturbing grace, as though the world bends for its passage. It speaks in a thousand voices layered as one, echoing past and future timelines where it has already devoured those it now faces. It is not simply a creature of destruction — it is a witness, a judge, and a collector of despair.

Lair Influence. Within its lair, the veil between worlds frays. Gravity distorts, whispers creep into minds, and forgotten fears claw into the present. Reality itself recoils from its presence, birthing illusions, false timelines, and the crawling sense that your death has already occurred — and is simply catching up.

Tactics. The Ascendant is no brute. It isolates prey with rays, manipulates memories, and feeds on fear. If threatened, it unravels its reality further, entering a Mythic Phase where it warps the battlefield, spawns eye-born horrors, and opens rifts to the Dream of Nightmares.

Purpose. The Nightmare Beholder Ascendant seeks more than domination. It wishes to bring the multiverse into alignment with its master’s vision — a place where fear is not an emotion, but a law. Where hope is devoured at birth, and where it alone is allowed to remember the light.

Dialogue/Intro Lines for the Beholder:

"The stars blink and weep... just like you will."

"Flesh is just thought that forgot itself."

"You do not sleep anymore. You drift in me."

"Every breath you take is borrowed from the dying."

This thing is not entirely a boss fight.
It’s a campaign-ending event — a cataclysm wrapped in a single entity. Have fun in high level campaigns.

Lair and Lair Actions

A Corrupted Lair

A corrupted creatures lair is choked by death, rot; and twisting screams. Each one is unique and cursed by it's own sick rites, and they enhance the corrupted creatures power to astronomical levels. A Corrupted encountered in its lair offers an additional (2,000-10,000 XP). Depending on it's CR and DM discretion.

Lair Actions

The Nightmare Beholder Ascendant can choose one of the following actions on initiative count 20, provided it isn’t incapacitated. The Beholder cannot use the same lair action two rounds in a row.

Dream Tear
The Beholder tears open a rip in the fabric of reality, causing phantasmal horrors to spill forth. All creatures within a 30 ft. radius of the Beholder must succeed a DC 22 Wisdom saving throw or take 6d10 psychic damage and become frightened for 1 minute. Creatures that succeed the save take half damage and are not frightened. The saving throw can be repeated at the end of the creatures turns to overcome the condition.

Nightmare Echo
The Beholder creates a psychic projection of a previously killed ally or a tormenting nightmare from the past. This projection takes the form of a wailing apparition, confusing and terrifying all who gaze upon it. All creatures within 60 ft. of the Beholder must make a DC 20 Intelligence saving throw or be affected by confusion (as if by the spell) until the end of the Beholder’s next turn. Creatures that succeed are unaffected.

Terrifying Phantasms
The Beholder summons a swirl of shadowy, nightmarish creatures that swarm around enemies. All creatures within 60 ft. must succeed a DC 22 Dexterity saving throw or take 4d10 necrotic damage and become blinded for 1 minute. On a success, creatures take half damage and are not blinded.

Searing Void
The Beholder tears open a rift into a void of unending darkness. The void spreads over a 20 ft. radius centered on a point within 60 ft. of the Beholder. All creatures within the area must make a DC 20 Constitution saving throw or be pulled into the rift, taking 10d10 force damage and becoming paralyzed for 1 minute. A creature that succeeds takes half damage and isn’t paralyzed. The void lingers until the start of the Beholder's next turn.

Siphon of Dread
The Beholder siphons away the strength of the living around it, draining the vitality of its enemies. Each creature of the Beholder's choice within 60 ft. (maximum 6) must make a DC 22 Constitution saving throw or suffer a loss of 1d6 to their hit dice and take 5d10 necrotic damage. On a success, creatures take half damage and loses no hit dice. If the creature drops to 0 hit dice from this ability, it gains a point of exhaustion. If the creature was already at 0 hit dice, it instead loses 1d6 of its hit point maximum (permanently) and still gains the exhaustion level.

The beholder 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

While a powerful Corrupted entity lives, the world itself rots around it. Choose one or more of the following effects:

  • Choking Air. Breathing feels like inhaling smoke. Non-native creatures have disadvantage on saving throws against exhaustion while in the region.

  • Twisted Flora. Plants become semi-sentient and hostile. Every hour, there’s a 10% chance of being attacked by thorned vines (DC 15 Dex save or restrained) making travel longer and more strenuous.

  • Bleeding Skies. The sun and moon appear cracked and weeping black or crimson fluid. Weather is permanently overcast, and perception checks relying on sight are made at disadvantage.

  • Shadow Echoes. Once per day while resting, a creature must succeed on a DC 18 Wisdom saving throw or suffer vivid nightmares — no benefits from rest if failed.

  • Warped Magic. Whenever a spell of 3rd level or lower is cast, the caster must roll a d20. On a 1, the spell triggers a minor Wild Magic Surge flavored by nightmare corruption (e.g., caster vomits black mist and is blinded for 1 round).

  • Endless Hunger. Predators and Prey alike mutate into nightmarish forms. Encounters with beasts and monstrosities occur twice as often — and they are always corrupted.

  • Twisted Reality. No matter the time of day, the region remains locked in a permanent sepia flow, robbing creatures of the ability to tell time and giving them disadvantage on checks to find trails, paths; or keep track of direction.

If the corrupted creature dies, these effects fade over the course of 8d10 days so long as the land is properly cleansed through strenuous holy rituals.

Previous Versions

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Monster Tags: Beholder

Habitat: Underdark

blackpheonix47

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