Large Aberration, Lawful Evil
Armor Class 19 natural armor
Hit Points 200 (19d10 + 76)
Speed 0 ft., fly 40 ft. Rocket boosters
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +10, WIS +7, CHA +8
Skills Perception +12
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Zorg fails a saving throw, he can choose to succeed instead.

Antimagic Cone. The beholder's central eye 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 beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays,  but not against his artificer spells and abilities. 

Hyper Awareness: Zorgs paranoia gives him advantage, and +3 on all initiative rolls. 

Focused ray: Zorg magnifies the power of one of his eye Ray's, increasing the DC by +4. Or increasing the potency of its effect in some way. Like dealing more damage for one example. He may only do this on one eye ray that uses his action, and one eye ray that uses a legendary action each round. 

 

 

Initiative Count: 19.

Actions

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:

1. Domination Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be [Tooltip Not Found] 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.

BONUS ACTIONS

Invisibility: Casts the invisibility spell on itself.

Radiant Blast: Auto hit, range 60 feet 17 (2d12 + 5) radiant damage. Cannon shit. 

Anti-magic Ray: Zorg magnifies the power of his antimagic cone onto a single opponent. Destroying a single spell slot of a level equal to 1d4, or lower. Using this ability negates the effects of his anti-magic cone until the beginning of his next turn. 

 

Reactions

Rocket Barrage: When a creature moves within 20 feet of the beholder it may fire a barrage of rockets at them, forcing them to make a dexteirty saving throw. dealing 4d8 fire damage, and 4d8 force damage. Half on success

Defensive Barrier: When a creature makes a successful attack against Zorg, or causes him to make a dexterity saving throw he may increase its AC, and dexterity saving throws by +4 until the beginning of his next turn. 

Legendary Actions

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses one random eye ray.

VILLAIN ACTIONS

Initiative count 22/20 depending on how good PCs roll.

1st round: "BEGONE FROM ME GNAVES! OH WAIT NOT YOU GUYS, GET IN HERE GANG OF BOSSES": All hostile creatures within 30 feet of Zorg are pushed 40 feet away, while 2 regular duergar arrive to join Zorg in the fight. 

2nd: "Is that all you have?!": Zorg heals himself for 40ish points of damage. Or all points of damage. I'm the boss here.

3rd: "Face my Eyeholes!": Zorg shoots eye beams that he hasn't shot yet. Fear, Telekinetic, Death.

Description

Zorg: "Ha ha! you fools! You dare try to stop me from having slaves! Well you will not defeat me this time for I am no longer Zorg.... I am Mechazorg!" And at that moment metal plates colored red and gold surround Zorg's form. This metal, moving like liquid wraps around his large sphere shaped body, covering his eye stalks, while keeping the eyes open and able to see.

And over his large, central eye a plexiglass shield falls, looking through it makes his eye seem smaller from your perspective, like looking through the opposite side of a magnifying glass. 

1st Round Actions: Sleep Ray, Slowing Ray, Paralyzing Ray. Legendary Actions:  Petrification Ray, Domination ray, Domination Ray.

2nd Round Actions: Death Ray(67), Sleep Ray, Death Ray(62). Legendary Actions: 3 disintegration rays(28, 26, 44). 

3rd Round Actions: Enervation Ray(31), Slowing Ray, Domination Ray. Legendary Actions: Petrification Ray, Slowing ray, Domination Ray. 

4th: Sleep, Telekinetic, Fear. Legendary: Disintegration(48), Sleep, Petrification. 

5th: Petrification, Petrification, Telekinetic. Legendary: Sleep, Slow, Dominate. 

Lair and Lair Actions

A Beholder’s Lair

A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).

 

Lair Actions

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

  • 1st, Slime soil: A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Grabby Walls: Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’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.
  • Eye beeaaaam: An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.

The beholder 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 a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
  • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear 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 beholder dies, these effects fade over the course of 1d10 days.

Monster Tags: Beholder

Habitat: Underdark

bucketmaster

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