Antistrength Vision: Anything the Buffholder sees is instantly made physically weaker while in it's line of site unless the Buffholder chooses otherwise.All creatures suffer a -5 Strength while the beholders main eye sees them.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
8 Armed Punch. The Buffholder attacks with all 8 of it's arms dealing (8D12) Blunt damage per punch and can attack multiple targets if it so chooses within a range of 15 FT.
Pumped Up. The beholder pumps itself up giving it a +5 to blunt damage attacks.
Grapple. The BuffHolder can grab up to 8 creatures at a time each of up to 1200 lbs. per creature.The buffholder gets advantage on any attack towards a grappled creature and reduces 8 armed punch by however many creatures grabbed.
Sheer Strength. The Buffholder throws any grappled creature up to 120 FT dealing (12D8) Force damage.The Buffholder can also throw objects at any creature to the same effect depending on the object the damage type can change.
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:
1. 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.
2. 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.
3. 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.
4. 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.
5. Enervation Ray. The targeted creature must make a DC 16 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 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 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 feet 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.
7. 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 and undead.
8. Petrification Ray. The targeted creature must make a DC 16 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 16 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 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Any creature that enters within 5 ft of the Buffholder is attacked by 4 of it's arms dealing (4D12) Blunt damage.
Legendary resistance: If the Buffholder fails a save it can choose not to.
Magic hater. Anytime the Buffholder is hit by magic it becomes enraged due to hating magic and gains +5 to any physical attacks that it performs. The buff lasts until the end of battle but increases by +5 for each magic attack made towards it.
Perfect Body? The Buffholder regains 40 HP each turn.
Anti Magic Eye. The Buffholder spawns an eye on any surface within 30 feet of it and any magic in the cone of vision of the eye is cancelled.
Description
The Buffholder isn't your average Beholder instead of having 8 eye stalks it has 8 incredibly strong arms with eyes in the palms of each hand.The main body of the Buffholder is extremely muscly and strong to the point of blunt attacks not even effecting it. The Buffholder does not hold it's paranoia that it's species usually has but instead an absolute air of self absorbed pride in it's muscles and due to the fact that it sees itself as physical perfection deems everything else as weaker and that they need to get stronger and encourages any sentient being to try and achieve it's level of strength and will even help them albeit while still looking down on them while doing so.The Buffholder loves seeing creatures that are physically strong and loves having contests of strength even going so far as to fight Dragons solely to challenge their Physical Prowess for fun.
Lair and Lair Actions
A Buffholder’s central lair is typically made up of tight corridors and a large central room with heavy and large objects while still being as close quarters as possible. A Buffholder encountered in its lair has a challenge rating of 26 (11,500 XP).
Fists From Anywhere. The Buffholder can attack any creature in it's lair that is within 15 ft of a solid surface by punching any solid surface at which point 8 arms spring forth from the nearest solid surface near the creature of the buffholders choice and attacks
Physical Might. The Buffholder punches any solid object in it's lair transferring the force to any solid object it desires including other creatures dealing (12D12) Force damage.
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