Large Aberration
Armor Class 18 Natural Armor
Hit Points 24 (4d6)
Speed 40 ft.
STR
14 (+2)
DEX
11 (+0)
CON
12 (+1)
INT
20 (+5)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +4, DEX +3, CON +5, INT +10, WIS +9, CHA +9
Skills Performance +15
Senses Darkvision, Truesight, Passive Perception 20
Languages None
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Eye Rays

Spellcasting. The Beholder is a 13th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 18, +10 to hit with spell attacks). The Beholder has following Wizard spells prepared:
Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (4 slots): detect magic, shield, thunderwave.

Actions

Action Name. Enter the description for your action.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

  • Eye Rays. The beholder 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:
    • 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.
    • Paralyzing Ray. The targeted creature must succeed on a DC 16 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.
    • Fear Ray. The targeted creature must succeed on a DC 16 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.
    • Slowing Ray. The targeted creature must succeed on a DC 16 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.
    • Enervation Ray. The targeted creature must succeed on a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
    • Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn. 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.
    • Sleep Ray. The targeted creature must succeed on a DC 16 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 or undead.
    • Petrification Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained, requiring it to 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.
    • Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. 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.
    • Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
 
 
 
 
 
 
 
 
 
Bonus Actions

 

  • Eye Stalk Reposition: The Beholder telekinetically moves one of its eye stalks to a different position on its body, potentially changing the angle or line of sight for its Eye Rays.
  • Antimagic Cone Orientation: The Beholder turns its central eye, changing the direction of its Antimagic Cone to cover a different 150-foot cone area.
  • Hover/Dodge: The Beholder uses its innate magical levitation to quickly adjust its height, making it harder to hit and gaining disadvantage on attack rolls against it until the start of its next turn.

 

 

Reactions

(Aggressive): Reaction Name: Paralyzing Ray. Description: The Beholder unleashes a beam of energy designed to freeze a target in place.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A beholder is a floating, spherical aberration characterized by a large central eye and a wide, toothy mouth.
  • Anatomy: It features a crown of smaller eyestalks that twist independently to monitor foes, with its central eye capable of producing an anti-magic field.
  • Behavior: These creatures are highly aggressive, paranoid, and narcissistic, believing themselves to be the pinnacle of existence while viewing all other beings as inferior.
  • Abilities: Each eyestalk can emit a different magical ray, and the beholder can hover effortlessly despite its size.

Lair and Lair Actions

 
 
 
 

Habitat: Any

AndrewThaWarrior

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