Antimagic Cone. Xanathra's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, Xanathra decides which way the cone faces and whether the cone is active. The area works against Xanathra's own eye rays.
Legendary Resistance (1/Day). If Xanathra fails a saving throw, she can choose to succeed instead.
My Thoughts Are My Own! Xanathra's Ring of Mind Shielding means that no one can read her thoughts or tell whether she is lying. They also cannot know her alignment or creature type. No one can communicate with Xanathra telepathically unless se chooses; due to her paranoia, she chooses to reject the telepathy of the Stone of Golorr.
I Shall Live On! Xanathra's Ring of Mind Shielding means that when she dies, her soul enters the ring and she can communicate with anyone wearing the ring, weather they like it or not.
Who needs a Doctor?! Xanathra's Periapt of Health means that she is immune to all disease.
Who needs a Food Taster?! Xanathra's Periapt of Proof against Poison means that she is immune to poison damage and the poisoned condition.
My Eyes Are So Beautiful. Xanathra's Ring of Regeneration means that if any of her eyestalks are lost, she will regrow one every 1d6+1 days.
Jewelery for days! Xanathra wears a wears a Ring of Invisibility on her fear ray eyestalk, a Ring of Mind Shielding on its sleep ray eyestalk, a Ring of Resistance (force) on her slowing ray eyestalk, a Ring of Regeneration on her petrification eye stalk, a Periapt of Proof against Poison on her death ray stalk, and a Periapt of Health on her disintegration eye stalk.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d8+1) piercing damage.
Turn Invisible. Xanathra can use her Ring of Invisibility to turn invisible until she uses a bonus action to turn visible, until she attacks, or until she removes the ring.
Eye Rays. Xanathra shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets she can see within 120 feet of it:
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Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be under the effect of the confusion for 1 minute, or until she targets another creature with this ray.
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Paralyzing Ray. The targeted creature must succeed on a DC 18 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.
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Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be under the effect of the fear for 1 minute, or until she targets another creature with this ray.
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Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Enervation Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.
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Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 Strength saving throw or it is engulfed in a giant tear with a 10ft. diameter. Xanathra moves the tear up to 30 feet in any direction. It is restrained by the ray’s giant tear until the start of Xanathra’s next turn or until Xanathra is incapacitated. When the tear dissipates, the target must succeed on a DC 18 Dexterity saving throw, or land on the floor prone and take fall damage.
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Sleep Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
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Petrification Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
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Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
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Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 65 (10d12) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Turn Visible. Xanathra can use her Ring of Invisibility to become visible.
Xanathra 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. Xanathra regains spent legendary actions at the start of its turn.
Eye Ray. Xanathra uses one random eye ray.
Lair and Lair Actions
A Beholder’s Lair
Xanathar's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 21.
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 18 Dexterity saving throw or be grappled. Escaping requires a successful DC 18 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.
Xanathar can’t repeat an effect until they have all been used, and he can’t use the same effect two rounds in a row.
Regional Effects
A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 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 aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10 days.







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