Large Aberration, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 137 (15d10 + 54)
Speed 20 ft., (hover)
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws INT +7, WIS +6, CHA +6
Skills Perception +12
Condition Immunities Prone
Senses Darkvision 120ft., Passive Perception 22
Languages Common, Deep Speech, Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Spellcasting. The necromancer is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). The necromancer has the following wizard spells prepared:

6th level (at will): Animate Dead*

*Can be cast a higher level

*So long as a corpse pile remains at the Beholder's side it can continuously spend it's Legendary action to summon more undead at the cost of the use of one of its eyes for 1d4 rounds.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

1. Paralyzing Ray. The targeted creature must succeed on a DC 14 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.

2. Fear Ray. The targeted creature must succeed on a DC 14 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.

3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

4. 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.

5. 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.

6. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 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 nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Legendary Actions

The beholder can take 2 legendary actions, using the 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.

Undead Horde. The Beholder casts Animate Dead

Description

One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these Aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose.

A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert.

This beholder has turned to Necromancy to make up for the loss of its main eye. Using hordes of undead to act as its eyes to spread its influence across the continent.

Lair and Lair Actions

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.

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:

  • 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.
  • 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.

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.

If the beholder dies, these effects fade over the course of 1d10 days.

Monster Tags: Beholderundead

Habitat: Underdark

JohnnyAuther

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