Huge Monstrosity, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 220 (19d12 + 95)
Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, INT +8, WIS +7, CHA +9
Skills Perception +15, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 25
Languages Common, Deep Speech, Undercommon --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Antimagic Cone. The central eye of the creature's head creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the creature decides which way the cone faces and whether the cone is active. The area works against the creature's own eye rays.

Multiple Heads. The creature has five heads. While it has more than one head, the creature has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the creature takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the creature dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The creature regains 10 hit points for each head regrown in this way.

Wakeful. While the creature sleeps, at least one of its heads is awake.

Hold Breath. The creature can hold its breath for 1 hour. 

Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.

Regeneration. The creature regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the creature takes radiant damage or damage from holy water, this trait doesn't function at the start of the creature's next turn.

Spider Climb. The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Shapechanger. If the creature isn't in sunlight or running water, it can use its action to polymorph into a huge cloud of mist, or back into its true form.

While in mist form, the creature can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Misty Escape. When it drops to 0 hit points outside its lair, the creature transforms into a cloud of mist (as in the Shapechanger trait) instead of falling  [Tooltip Not Found], provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its creature form, and it must reach its lair within 2 hours or be destroyed. Once in its lair, it reverts to its creature. It is then  paralyzed until it regains at least 1 hit point. After spending 1 hour in its lair with 0 hit points, it regains 1 hit point. If it was killed by decapitation, then it instead regains 2 heads and 10 hit points. 

Vampiric Weaknesses. The creature  has the following flaws:

Forbiddance. The creature can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The creature takes 20 acid damage if it ends its turn in running water.

Sunlight Hypersensitivity. The creature takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. 

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is  incapacitated in its resting place, the vampire is  paralyzed until the stake is removed.

Actions

Multiattack. The creature can make a number of attacks equal to the number of heads it currently has.

Charm. The creature targets one humanoid it can see within 30 feet of it. If the target can see the creature, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the Creature. The charmed target regards the creature as a trusted friend to be heeded and protected. Although the target isn't under the creature's control, it takes the creature's requests or actions in the most favorable way it can, and it is a willing target for the creature's bite attack.

Each time the creature or the creature's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the creature is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

If the target succeeds on their wisdom saving throw, they are immune to the creature's charm until the start of the creature's next turn.

Bite.  Melee Weapon Attack: +9 to hit, reach 10 ft., one willing creature, or a creature that is grappled by the creature, incapacitated, or restrained. Hit: 18 (4d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the creature regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the creature's control.

Eye Rays. The creature shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the creature for 1 hour, or until the creature harms the creature.

2. 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.

3. Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened 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.

4. 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.

5. Enervation Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 Strength saving throw or the creature moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the creature's next turn or until the creature 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 feet in any direction. The creature can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. 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.

8. 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.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Reactions

Reactive Heads. For each head the creature has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Legendary Actions

The creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.

Eye Ray. The creature uses one random eye ray.

Bite. (Costs 2 Actions). The creature makes one bite attack.

 

Lair and Lair Actions

A Vampiric-Beholder-Headed-Hydra's Lair

The creature's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range as well as naturally made bridges and cliffs that the creature can hide on and surprise enemies. It will also usually have cracks and crevices in the walls that it can escape through as a cloud of mist. A Vampiric-Beholder-Headed-Hydra encountered in its lair has a challenge rating of 17 (18,000 XP).

 

Lair Actions

When fighting inside its lair, the creature can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the creature can take one lair action to cause one of the following effects:

  • A 50-foot square area of ground within 120 feet of the creature becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the creature sprout grasping appendages until initiative count 20 on the round after next. Each creature of the creature’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the creature. One random eye ray of the creature shoots from that eye at a target of the creature’s choice that it can see. The eye then closes and disappears.

The creature can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

 

Regional Effects

A region containing the creature's lair is warped by it's unnatural presence, which creates a number of effects equal to the number of heads the creature has:

  • Creatures within 5 mile of the creature’s lair sometimes feel as if they’re being watched when they aren’t.
  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the creature's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
  • When the creature sleeps, minor warps in reality occur within a number of miles of its lair equal to the number of heads it has. These changes in reality revert after 24 hours. Some examples of such changes might include: Markings on cave walls subtly changing, the appearance of an eerie trinket 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 creature dies, these effects fade over the course of 2d10 days. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/21/2020 11:07:17 AM
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Monster Tags: Beholderundeadmonstrosity

NapInCamo

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