Medium Or Small Aberration, Neutral
Armor Class 15 (natural armor)
Hit Points 38 (4d10 + 16)
Speed 0 ft., Fly 20 ft.
STR
10 (+0)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws WIS +2, CHA +4
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 9
Languages Common Sign Language, Deep Speech, Undercommon (understands but can’t speak)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Beholder Björn. Bloop can be worn like a backpack by an ally. Bloop will then be in the constant state of lending the help action. Bloop cannot do any of its attacks while in this position.

Also, If damage reduces Bloop to 0 hit points, it can be picked up by an ally and held. Bloop can then draw on the ally's life force to bring it back to 1 hit point, while drawing 1 hit point from its carrier. 

Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 30-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.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage.

Eye Ray. The zombie uses a random magical eye ray, choosing a 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. Fear Ray. The targeted creature must succeed on a DC 14 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.

3. 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.

4. Cute Ray. The targeted creature must make a DC 14 Charisma saving throw or be charmed 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.

5. Ray of Tears. The targeted creature must make a DC 14 Constitution saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Has no effect on constructs.

6. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 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 nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Monster Tags: Beholder

MaxwellDungeonMaster

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