Antimagic Cone. The Blood Tyrant's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone, but only affecting magical light sources and magical sources of radiant damage. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active.
Legendary Resistance (3/Day). If the Blood Tyrant fails a saving throw, it can choose to succeed instead.
Regeneration. The Blood Tyrant regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the beholder takes radiant damage or damage from holy water, this trait doesn't function at the start of the beholder's next turn.
Undead Nature. The Blood Tyrant does not require air to breath.
Vampire Weaknesses. The Blood Tyrant has the following flaws:
- Forbiddance. The Blood Tyrant can't enter another beholder's lair without an invitation from one of the occupants.
- Harmed by Running Water. The Blood Tyrant takes 20 acid damage if it ends its turn in running water.
- Stake to the Eye. The Blood Tyrant is destroyed if a piercing weapon made of wood is driven into the beholder's central eye while it is incapacitated in its resting place.
- Sunlight Hypersensitivity. The Blood Tyrant takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage plus an additional 13 (2d12) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the beholder regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Eye Rays. The Blood Tyrant 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:
- Shadow Ray. The targeted creature must succeed on a DC 16 Charisma saving throw. On a failure, its shadow detaches from it and becomes a shadow that obeys the Blood Tyrant’s commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.
- 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 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.
- 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. - 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.
- 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.
- 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. - 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.
The beholder can take 3 legendary actions, using the options 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 Blood Tyrant uses one random eye ray.
Bite. (Costs 2 Actions). The Blood Tyrant moves up to its movement and makes one bite attack.
Description
A blood tyrant is a beholder that has, intentional or otherwise, undergone metamorphosis into an undead creature resembling a vampire. Blood Tyrants similarly abhor sunlight, for its touch burns them, but are unable to generate spawn of their own.
Lair and Lair Actions
Blood Tyrant's Lair
A Blood Tyrant's central lair is an amalgam of vampiric and beholder characteristics. typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. It protects its lair with lesser aberrations such as gazers, zombie beholders, shadows or other creatures of the night. Every Blood Tyrant remains bound to its lair, where it must rest by day. A Blood Tyrant can move its place of rest only by overtaking the lair of another beholder. A Blood Tyrant encountered in its lair has a challenge rating of 18.
Lair Actions
When fighting inside its lair, a blood tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Blood Tyrant 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.
- 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 Blood Tyrant 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.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the beholder dies, these effects fade over the course of 2d6 days.
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