Antimagic Cone. The beholdhannoth'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 beholdhannoth decides which way the cone faces and whether the cone is active. The area works against the beholdhannoth's own eye rays.
Magic Resistance. The beholdhannoth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The beholdhannoth weapon attacks are magical.
Multiattack. The beholdhannoth makes d10 eye ray attacks, and either a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 5) piercing damage.
Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 5) bludgeoning damage, and the target is grappled(escape DC 19) and is moved up to 10 feet toward the beholdhannoth. Until this grapple ends, the target is restrained, and the beholdhannoth can’t use this tentacle against other targets. The beholdhannoth has four tentacles.
Eye Rays. The beholdhannoth shoots d10 of the following magical eye rays at random (reroll duplicates), choosing any targets it can see within 120 feet of it:
- Charm Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be charmed by the beholdhannoth for 1 hour, or until the beholdhannoth harms the creature.
- Paralyzing Ray. The targeted creature must succeed on a DC 19 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 19 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 19 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 make a DC 19 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 19 Strength saving throw or the beholdhannoth moves it up to 60 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholdhannoth’s next turn or until the beholdhannoth is incapacitated.
If the target is an object weighing 500 pounds or less that isn’t being worn or carried, it is moved up to 60 feet in any direction. The beholdhannoth can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. - Sleep Ray. The targeted creature must succeed on a DC 19 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.
- Petrification Ray. The targeted creature must make a DC 19 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.
- Disintegration Ray. If the target is a creature, it must succeed on a DC 19 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. - Death Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Shock and awe (for birthday cakes only).
The beholdhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The beholdhannoth regains spent legendary actions at the start of its turn.
Eye Ray. The beholdhannoth uses d3 random eye rays.
Bite Attack. The beholdhannoth makes one bite attack against one creature it has grappled.
Teleport. The beholdhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 120 feet to an unoccupied space it can see.
Vanish. The beholdhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.
Description
A bloated hybrid of a beholder and a balhannoth.
Art by prodigyduck on DeviantArt
Lair and Lair Actions
A beholdhannoth’s Lair
In the Shadowfell, beholdhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along.
Lair Actions
When fighting inside its lair, a beholdhannoth can use lair actions. On initiative count 20 (losing initiative ties), a beholdhannoth can take one lair action to cause one of the following effects; the beholdhannoth can’t use the same lair action two rounds in a row:
- The beholdhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the beholdhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the beholdhannoth dies or uses this lair action again.
- The beholdhannoth targets one creature within 500 feet of it. The target must succeed on a DC 19 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the beholdhannoth’s choice within 60 feet of it.
- The beholdhannoth targets one creature within 500 feet of it. The target must succeed on a DC 19 Wisdom saving throw or the beholdhannoth becomes invisible to that creature for 1 minute. This effect ends if the beholdhannoth attacks the target.
- A 50-foot square area of ground within 120 feet of the beholdhannoth becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholdhannoth's choice that starts its turn within 10 feet of such a wall must succeed on a DC 19 Dexterity saving throw or be grappled. Escaping requires a successful DC 19 Athletics or Acrobatics check.
- D3 eyes appear within 500 feet of the beholdhannoth. Each shoots a random eye ray of the beholdhannoth from that eye at a target of the beholdhannoth’s choice that it can see. The eye then closes and disappears.
The beholdhannoth 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 beholdhannoth’s lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beholdhannoth’s lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the beholdhannoth’s lair.
- The beholdhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else.
- When the beholdhannoth 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 beholdhannoth dies, these effects fade over the course of 1d10 days.
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