Magic Weapons. The beholster’s weapon attacks are magical.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Ray (recharge 6). The beholster’s central eye creates a 10 foot wide, 120 ft. long beam of energy. Each creature in that area must make a DC 16 Constitution saving throw or take 60 (12d8) radiant damage, taking half as much on a failed save.
Weapon Stalks. The beholster uses three of the following weapons at random (reroll duplicates):
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Incendiary Quad-Launcher. The beholster chooses 2 points within 300 feet of itself, all creatures within 10 feet of those points must make a DC 16 Dexterity saving throw of take 20 (6d6) fire damage.
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Shotgun. The beholster makes the following attack, twice:
Ranged Weapon Attack: +11 to hit, range 20/80 ft., 1 target. Hit: 35 (6d8 + 5) piercing damage.
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Flame thrower. All creatures within a 60 ft. cone starting from the beholster must make a DC 16 Dexterity saving throw or take 32 (8d8) fire damage.
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Taser Shotgun. The beholster makes the following attack twice:
Ranged Weapon Attack: +11 to hit, range 20/60 ft., 1 target. Hit: 13 (2d6 + 5) lightning damage, the creature must make a DC 16 Constitution saving throw or be stunned for 1 round.
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Minigun. All creatures within a 240 ft. cone starting from the beholster must make a DC 16 dexterity saving throw or take 26 (3d12+5) piercing damage, or half as much on a failed save.
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Crossbow. The beholster makes the following attack 4 times:
Ranged Weapon Attack: +11 to hit, range 300 ft., 1 target. Hit: 21 (1d10 + 15) piercing damage.
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Grenade Launcher. The beholster launches a projectile at a point within 120 ft. of it. Roll from the following table:
1
Grenade
2
Smoke Canister
3
Gas Canister
4
Roll twice, refilling any more 4’s
Smoke Canister. A 30 ft. radius sphere of smoke appears that lasts for 1 minute, the smoke blocks line of sight, and creatures inside the smokes area are considered blind until they leave the smokes area.
Grenade. Each creature within 10 feet of the chosen point must make a DC 16 Constitution saving throw or take 8 (2d6) fire damage plus 15 (3d8) piercing damage.
Gas Canister. A 30 ft. radius sphere of gas appears that lasts for 1 minute, any creature that was in the gas when it first appeared, starts there turn in the gas, or enters the gas for the first time on there turn must make a DC 16 Constitution saving throw or take 1d8 poison damage and falls unconscious. The gas blocks line of sight, and creatures inside the gases area are considered blind until they leave the gases area. -
Sniper Rifle. The beholster makes the following attack:
Ranged Weapon Attack: +12 to hit, range 300/1200 ft., 1 target. Hit: 48 (6d12 + 6) piercing damage. -
Light Rifle. The beholster makes the following attack twice:
Ranged Weapon Attack: +11 to hit, range 60/129 ft., 2 target. Hit: 12 (1d12 + 5) radiant damage, the target must make a DC 16 Constitution saving throw or be blinded for 1d4 rounds. -
Rhino Pistol. The beholster makes the following attack 8 times:
Ranged Weapon Attack: +11 to hit, range 60/90 ft., 1 target. Hit: 12 (1d12 + 5) piercing damage.
The beholster 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 beholder regains spent legendary actions at the start of its turn.
Weapon Stalk. The beholster uses one random weapon stalk.
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