Small Aberration, Chaotic Neutral
Armor Class 17 natural armor
Hit Points 161 (21d6 + 84)
Speed 0 ft., Fly 40 ft. (hover)
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws INT +6, WIS +5, CHA +7
Skills Perception +12
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage.

Eye Rays. The behelper shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Healing Ray. The targeted creature regains 5d8 Hit Points.

2. Restoration Ray. This ray ends one one disease or one condition afflicting the targeted creature. The condition can be charmed, petrified, blinded, deafened, frightened, paralyzed, poisoned, or any reduction to one of the target creature's Ability Scores.

3. Dispel Ray. This ray ends a a curse, or a spell of 6th level or lower on the targeted creature.

4. Inspiration Ray. The targeted creature may add 1d4 to a single ability check, saving throw, or attack roll until the end of its next turn.

5. Revivification Ray. The targeted creature returns to life with 1 hit point if it has died within the last minute.

Legendary Actions

The behelper can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The behelper regains spent legendary actions at the start of its turn.

Eye Ray. The behelper uses one random eye ray.

 

Monster Tags: Beholder

Habitat: Underdark

jonkubis

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