Small Aberration, Neutral
AC 12 Natural    Initiative +2 (12)
HP 10 (3d4 + 1)
Speed 0 ft., Fly 20 ft.
Mod Save
STR 4 −3 −3
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 8 −1 −1
WIS 12 +1 +3
CHA 14 +2 +2
Skills Perception +12
Immunities Prone
Senses Darkvision 120 ft.; Passive Perception 13
Languages Deep Speech, Undercommon Understands Deep Speech and the language of whoever adopted it, but cannot speak
CR 0 (XP 10, or 11,500 in lair; PB +2)
Actions

The Baby Beholder is just learning how to use its rays, and so only uses Eye Rays twice.

Bite. Melee Attack Roll: +1, reach 5 ft. Hit:  (1d4 + 1) Piercing damage.

Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the beholder has already used that ray during this turn):

1: Cute Ray. Charisma Saving Throw: DC 12. Failure: On a fail, the target is overwhelmed by how precious the baby beholder is. They must pick it up (or gently boop it if they can’t reach) and sing a lullaby or soothing tune for 1 round.  The beholder may purr. Loudly.


2: Sugar Rush Ray. Constitution Saving Throw: DC 12. Failure: The target is filled with fizzy, giddy energy. They must use their next turn to excitedly run in a small circle, hop in place, or otherwise expend their sudden burst of enthusiasm.  However, they gain Advantage on the next Dexterity check because they’re weirdly nimble now.

 

 

3: Sleepy Snuggle Ray. Wisdom Saving Throw: DC 12. Failure:  The target becomes drowsy and soft-hearted. They must sit down and take a “little rest,” petting the baby beholder. Lasts 1 minute or until shaken awake.

 

 

4: Colour Spray Ray. Dexterity Saving Throw: DC 10. Failure: A burst of pastel sparkles coats the target. Their hair, armour, or fur becomes rainbow-coloured and glittery.
Duration: 1 hour

5: Snack Beam Ray. NO Saving Throw:  The ray conjures a tiny treat (crumb-sized pastry, berry, or crunchy kibble). The beholder fires it directly into someone’s hand or mouth.  If the target refuses, the beholder looks DEEPLY offended.  (Treat works as a goodberry, healing target for 1hp)

6: Bubble Beam Ray. Strength Saving Throw: DC 12 Failure: The target is encased in a harmless floating bubble that lifts them 1–2 feet off the ground. They can pop it as an action or drift gently for a round.  The Beholder giggles every time.

7: Mimicry Ray. Charisma Saving Throw: DC 12 Failure: The target involuntarily mimics the baby beholder’s noises for the next minute.
Examples:
- “Mrrrp!”
- “Brrrblp!”
- “Honk!” (baby beholders sometimes honk, don’t question it)
Mechanical effect: Disadvantage on Stealth checks because they keep making little noises.

8:Minor Telekinesis Ray. Strength Saving Throw: DC 10.The baby beholder tries to “help” by lifting an object weighing up to 5 lbs Failure:The target drops whatever they’re holding as the beholder yoinks it.  Success: The beholder sulks.


9: Dis-Isn't-Great Ray. Wisdom Saving Throw: DC 12. The baby beholder becomes suddenly overwhelmed by the situation — too many people, too many noises, too much adventuring — and fires a ray that forces the target to share in its dramatic distress.  Failure:

  • The target is compelled to stop what they’re doing and urgently comfort the baby beholder.
  • They must spend their next action helping the beholder find its teddy (or retrieving it if it’s already holding it).
  • Once the teddy is secured, the target must reassure the beholder with soothing words like “It’s okay, sweetheart” or “You’re doing so well.”
  • The beholder immediately snuggles its teddy and calms down, floating slightly lower and making tiny hiccup noises.

On a successful save, the target resists the compulsion, but the beholder lets out a wobbly little sniffle that tugs at the heartstrings. They have disadvantage on their next attack roll against the beholder because they feel mean


10: Hero Beam The target is filled with a sense of heroic grandeur. They strike a dramatic pose and announce a heroic catchphrase.
Duration: Instant

 

 

 

 

 

Bonus Actions

Teddy Check

The beholder uses a bonus action to ensure its teddy is still present.
If the teddy is missing:

  • It lets out a distressed chirp
  • Gains disadvantage on all ability checks until someone returns the teddy

 

Reactions

NOPE!  (Scaredy‑Orb Reflex)

Trigger: A creature within 30 ft makes an attack roll, casts an offensive spell, or otherwise signals combat is starting.
Effect: The baby beholder panics, lets out a tiny squeak, and immediately darts into the clothing, backpack, cloak, or hood of its chosen “adoptive parent.”

  • It becomes heavily obscured and cannot be targeted unless forcibly removed.
  • It refuses to come out until the end of combat or until someone uses an action to coax it out with soothing words or snacks.
  • While hiding, it trembles and occasionally peeks out with one eye stalk.

 

 

Description

This Baby Beholder is more pet than enemy.... just make sure you have plenty of snacks around....

Lair and Lair Actions

Beholder Lairs

Beholders lurk in cavern complexes they’ve carved using their eye rays deep in the Underdark or in lairs created for them by their servants.

The region containing a beholder’s lair is twisted by its presence, creating the following effects:

Scopophobia. Creatures within 1 mile of the lair feel as if they’re being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest.

Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test and rolls a 1 has the Prone condition.

If the beholder dies or moves its lair elsewhere, these effects end immediately.

Habitat: Underdark

Lady_of_Imladris

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