Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. hit: 15 (3d8+5) piercing damage.
Eye Rays. The beholder shoots up to two of the following magical eye rays at one or two creatures it can see within 120 feet of it. It can use each ray only once on a turn.
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Confusion Ray. The target must succeed on a DC 14 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
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Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralysed 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 target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
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Wounding Ray. The target must make a DC 14 Constitution saving throw, taking 21 (4d10) 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 14 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
- Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
Create Food and Water. The beholder magically creates enough food and water to sustain itself for 24 hours. When this food is created, roll a d4. On a 1, the food is toxic to humanoids and deals 2d8 poison damage upon consumption. On a 2, the food is rotten and the consumer gains the poisoned condition. On a 3, the food is safe to eat and provides calories as usual. On a 4, the food is magical, and heals 2d8 hit points upon consumption.
Spell Reflection. If the beholder makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Description
A Crystal beholder is a form of beholder —a foul and deadly aberration. It resembles a floating sphere with a gaping maw and a single great eye, set within six eyestalks that shoot forth deadly rays. It is covered in glowing purple crystals.
Lair and Lair Actions
Summon Spectator. The beholder summons a magical spectator that must be killed before the beholder can be damaged. It first spawns 1 spectator, then when this one is killed, it spawns 2. after this, it can no longer spawn any more and loses 2 of it's eye rays, which are up to the DM.
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