Huge Undead, Chaotic Evil
Armor Class 9 plate
Hit Points 20 (5d20 + 4)
Speed 56 ft.
STR
8 (-1)
DEX
10 (+0)
CON
2 (-4)
INT
7 (-2)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +3, DEX +4
Skills Deception +0, Intimidation +2
Damage Vulnerabilities Acid
Condition Immunities Charmed, Paralyzed
Senses Blindsight, Unknown, Passive Perception 2
Languages Common, Elvish, Elvish cannot speak, but can understand anything.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

darkvision. the beholdskull can see in dim light.

Spellcasting. The beholdskull is a 2-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The beholdskull has following sorcerer spells prepared:
Cantrips (at will): Ray of frost, Acid splash 
1st level (# slots): scorching ray, Cloud of daggers 

Actions

pisonic control.  the beholdskull goes for everything within a 2-meter radius of it for 1 round. 

 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

 

death eye (Costs 3 Actions). roll 2 d20s to see if a ray of electric energy hits a player.

Description

the beholdskull is a huge creature that looks like a beholder with chunks taken out of it.

Lair and Lair Actions

the beholdskull's lair is a dark, creepy cave at the heart of a forest/swamp/urban. 

Lair Actions

On initiative count 2 (losing initiative ties), the beholdskull takes a lair action to cause one of the following effects; the beholdskull can’t use the same effect two rounds in a row:

  • +18 damage on any attack the beholdskull does for 2 rounds.
  • the beholdskull can do 2 extra actions.

Regional Effects

The region containing a legendary beholdskull’s lair is counted as difficult terrain, which creates one or more of the following effects:

  • 2-13 skeletons rise from the ground.
  • 5-50 huge, steep boulders rise from the ground, creating a maze.

If the [monster name] dies, these effects fade over the course of 2 d6 days.

Monster Tags: Beholderundead

Habitat: ForestSwampUrban

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