| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 16 | +3 | +3 |
| CON | 20 | +5 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +14 |
| WIS | 18 | +4 | +11 |
| CHA | 20 | +5 | +12 |
Innate Spellcasting (Psionics). The Ancient Beholder’s innate spellcasting ability is Intelligence (spell save DC 22, +14 to spell attacks). The Ancient Beholder can innately cast the following spells, without providing material components:
At Will: Arcane Eye, Control Flames, Darkness, Detect Magic, Detect Thoughts, Dissonant Whispers, Grease, Minor Illusion, Mold Earth, Prestidigitation, See Invisibility, Shape Water
3/Day Each: Dispel Magic, Eyebite, Major Image, Move Earth, Stoneskin, Wall of Force
1/Day Each: Globe of Invulnerability, Power Word Stun
Magic Interfering Cone. The Ancient Beholder’s central eye creates a 180-foot-Cone of Antimagic or Wild Magic (Ancient Beholder’s choice). At the start of each of its turns, the Ancient Beholder decides which Cone is active, which way the Cone faces, and whether the Cone is active or not.
- Antimagic Cone: If the antimagic Cone is active the area is under the effects of the Antimagic Field spell. The area does work against the Ancient Beholder's own eye rays and spells.
- Wild Magic Cone: If the wild magic Cone is active, then any creature that cast a spell of 1st–Level or higher within the area, must roll on the Wild Magic Surge table in the PHB immediately after they cast the spell. The area does not work against the Ancient Beholder's own eye rays and spells.
Magic Resistance. The Ancient Beholder has Advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) Piercing damage.
Eye Rays. The Ancient Beholder shoots five of the following magical Eye Rays at random (reroll duplicates), choosing one to five targets it can see within 300 feet of it:
1. Aversion Ray: The target must succeed on a DC 22 Charisma saving throw. On a failed save, the target’s movement speed is halved and it has Disadvantage on all attack rolls for 10 minutes. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Banishing Ray: The target must succeed on a DC 22 Charisma saving throw. On a failed save, the target is banished for 10 minutes in a harmless demiplane. While there, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
3. Bleeding Ray: The target must succeed on a DC 22 Constitution saving throw. On a failed save, the target is Blinded and Deafened for 10 minutes. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Charm Ray: The targeted creature must succeed on a DC 22 Wisdom saving throw. On a failed save, the creature is Charmed by the Ancient Beholder for one hour, or until the Ancient Beholder harms the creature. The Charmed creature can repeat the saving throw anytime it takes any damage, ending the effect on itself on a success.
5. Confusion Ray: The target creature must succeed on a DC 22 Wisdom saving throw. On a failed save, the target falls under the effects of the Confusion spell for 10 minutes. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6. Death Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the target takes 65 (10d12) Necrotic damage. The target immediately dies if the ray reduces it to 0 Hit points.
7. Devour Magic Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the target has one of its magical items lose all magical properties for 10 minutes. If the object is a charged item, it also loses 1d8 charges. Determine the affected item randomly, ignoring single use items such as Potion of Healing and Spell Scroll.
8. Disintegration Ray: If the target is a creature, it must succeed on a DC 22 Dexterity saving throw. On a failed save, the creature takes 75 (10d6+40) Force damage. If this damage reduces the creature to 0 Hit points, its body and all nonmagical items it is wearing or carrying become 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.
9. Enervation Ray: The target must succeed on a DC 22 Constitution saving throw. On a failed save, the target takes 65 (10d8+20) Necrotic damage. On a successful save, the target takes half damage.
10. Fear Ray: The target must succeed on a DC 22 Wisdom saving throw. On a failed save, the creature is Frightened of the Ancient Beholder for 10 minutes. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
11. Fire Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the target takes 42 (12d6) Fire damage. If the target is a creature or a flammable object, it ignites and is Burning. On a successful save, the target takes half damage and is not Burning.
12. Ice Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the target takes 42 (12d6) Cold damage, and its speed is reduced by 10 feet for one minute. On a successful save, the target takes half damage and does not have its speed reduced. A creature with this speed reduction must succeed on a DC 22 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
13. Lightning Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the target takes 42 (12d6) Lightning damage. On a successful save, the target takes half damage. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target must succeed on a DC 22 Dexterity saving throw. On a failed save, the target takes 14 (4d6) Lightning damage. On a successful save, the target takes half damage.
14. Paralyzing Ray: The target must succeed on a DC 22 Constitution saving throw. On a failed save, the creature is Paralyzed for 10 minutes. A Paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
15. Petrification Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is Restrained. The Restrained creature must succeed on a DC 22 Constitution saving throw at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature is Petrified until freed by the Greater Restoration spell or other magic.
16. Polymorph Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the creature falls under the effects of the Polymorph spell for one hour. The creature is Polymorphed into any Medium or smaller Beast of the Ancient Beholder’s choice. The transformation lasts for the duration, or until the Polymorphed form drops to 0 Hit Points or the creature dies.
17. Sleep Ray: The target must succeed on a DC 22 Wisdom saving throw. On a failed save, the creature is Incapacitated until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for one hour. The Unconscious condition immediately ends if the sleeping creature takes any damage, or another creature takes an action to wake it. This ray has no effect on Constructs or Undead creatures.
18. Slowing Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the creature falls under the effects of the Slow spell for 10 minutes. A slowed creature must succeed on a DC 22 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
19. Stunning Ray: The target must succeed on a DC 22 Dexterity saving throw. On a failed save, the creature is Stunned for one minute. The Stunned creature must succeed on a DC 22 Constitution saving throw at the end of each of its turns. On a successful save, the effect ends.
20. Telekinetic Ray: If the target is a creature, it must succeed on a DC 22 Strength saving throw. On a failed save, the Ancient Beholder can move it up to 30 feet in any direction. It is Restrained by the ray’s telekinetic grip until the start of the Ancient Beholder’s next turn or until the Ancient Beholder is Incapacitated. If the target is an object weighing 1,000 pounds or less that is not being worn or carried, it is moved up to 30 feet in any direction. The Ancient Beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
The Ancient Beholder can take 3 legendary actions. It can take only one legendary action at a time and only at the end of another creature’s turn. The Ancient Beholder regains spent legendary actions at the start of each of its turns.
Bite Attack. The Ancient Beholder makes a single Bite attack.
Eye Ray. The Ancient Beholder uses a single random Eye Ray.
Psionics. The Ancient Beholder cast one of its spells from its Innate Spellcasting list with a casting time of one action.
Description
Compared to its normal kin, the Ancient Beholder is a more advanced and dangerous beholder with the innate ability to cast arcane spells. Save for the Tyrant Mother, the Ancient Beholder is probably the most intelligent of its kind, but also the most cunning, diabolical, and cruel as well.
Master Racists. Ancient Beholders sometimes serve as advisors to Tyrant Mothers, but most are leaders of various beholder factions. They think of themselves as the pinnacle of beholderkind, as well as pushing beholders as the supreme race and master of all other beings. They have bribed, threatened, and killed their way to place themselves in strategically high, if not the highest, positions of every faction they have managed to reach, often without revealing their true nature.
Lair and Lair Actions
Lair Actions
On Initiative count 20 (losing Initiative ties), the Ancient Beholder takes a lair action to cause one of the following effects; the Ancient Beholder can not repeat an effect until they have all been used, and it can not use the same effect two rounds in a row:
- Eye Ray. An eye opens on a solid surface within 150 feet of the Ancient Beholder. One random eye ray of the Ancient Beholder shoots from that eye at a target of the Ancient Beholder’s choice that it can see. The eye then closes and disappears.
- Gas Cloud. The Ancient Beholder creates a 20-foot-radius Sphere of yellow, nauseating gas centered on a point inside the Ancient Beholder’s lair. The Sphere spreads around corners, and its area is Lightly Obscured. It lasts until the start of the next lair action (Initiative count 20). Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw. On a failed save, a creature is Poisoned until the end of its next turn.
- Grasping Walls. Walls within 150 feet of the Ancient Beholder sprout grasping appendages until the start of the next lair action (Initiative count 20). Each creature of the Ancient Beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw. On a failed save, a creature is Grappled, Restrained, and pulled toward the wall. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (creature’s choice).
- Slime. A 60-foot Square area of ground within 150 feet of the Ancient Beholder becomes slimy. When the area appears all creatures in the effects area must succeed on a DC 15 Dexterity saving throw. On a failed save, a creature falls Prone. Additionally, that area is Difficult Terrain until the start of the next lair action (Initiative count 20).
Regional Effects
A region containing a Ancient Beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 5 miles of the Ancient Beholder’s lair sometimes feel as if they are being watched when they are not.
- When the Ancient Beholder sleeps, minor warps in reality occur within one mile of its lair and then vanish 48 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that are not on anyone’s person.
If the Ancient Beholder dies, these effects fade over the course of 3d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/4/2020 7:32:44 PM
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21
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11/18/2020 7:03:47 PM
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57
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12/12/2020 5:24:47 PM
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56
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12/17/2020 1:52:22 AM
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58
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12/30/2022 4:21:23 PM
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510
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12/29/2023 4:17:49 AM
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635
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47
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5/29/2025 9:15:14 PM
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753
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