Tiny Aberration, Lawful Evil
AC 19 camouflage Armor    Initiative +12 (22)
HP 16 (2d6)
Speed 5 ft., Fly 40 ft.
Mod Save
STR 16 +3 +3
DEX 20 +5 +5
CON 18 +4 +7
Mod Save
INT 17 +3 +3
WIS 15 +2 +5
CHA 17 +3 +3
Skills Perception +12
Immunities Prone
Senses Darkvision 120 ft., Tremorsense 120ft; Passive Perception 11
Languages Deep Speech, Telepathy other beholders, Undercommon
CR 6 (XP 2,300; PB +3)
Actions

Multiattack. The beholder uses Eye Rays three times.

Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (3d6 + 3) 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 day):

1: Charm Ray. Wisdom Saving Throw: DC 16. Failure: 13 (3d8) Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
2: Paralyzing Ray. Constitution Saving Throw: DC 16. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
3: Fear Ray. Wisdom Saving Throw: DC 16. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn.
4: Slowing Ray. Constitution Saving Throw: DC 16. Failure: 18 (4d8) Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a Bonus Action on its turn, not both. Success: Half damage only.
5: Enervation Ray. Constitution Saving Throw: DC 16. Failure: 13 (3d8) Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points. Success: Half damage only.
6: Telekinetic Ray. Strength Saving Throw: DC 16 (the target succeeds automatically if it is Gargantuan). Failure: The beholder moves the target up to 30 feet in any direction. The target has the Restrained condition until the start of the beholder’s next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.
7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.
8: Petrification Ray. Constitution Saving Throw: DC 16. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
9: Disintegration Ray. Dexterity Saving Throw: DC 16. Failure: 36 (8d8) Force damage. If the target is a nonmagical object or a creation of magical force, a 10- foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
10: Death Ray. Dexterity Saving Throw: DC 16. Failure: 55 (10d10) Necrotic damage. Success: Half damage. Failure or Success: The target dies if the ray reduces it to 0 Hit Points.
 11:Antimagic Cone. The beholder’s central eye emits an antimagic wave in a 150-foot Cone. Until the start of the beholder’s next turn, that area acts as an [Tooltip Not Found] spell, and that area works against the beholder’s own Eye Rays.

Description

The beholder infiltrators live in groups of 20d8 and scout out Layers and infiltrate layers for higher up the beholders so that there are no creatures in them, except for the beholder infiltrators when the beholder can just come in and change the layer freely.

Habitat: Underdark

Trauble