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Beholder

Large aberration, lawful evil
Armor Class 18
Hit Points 180hp (19d10+76) 19d10+76
Speed Fly: 20ft Hover: 20ft

STR
10 0
DEX
14 +2
CON
18 +4
INT
17 +3
WIS
15 +2
CHA
17 +3

Saving Throws Int +8, Wis +7, Cha +8
Skills Perception +12
Senses Darkvision 120ft, passive perception 22
Languages Deep Speech, Undercommon
Challenge 13


Antimagic cone: The beholder's central eye creates an area of antimagic, as in the anti magic 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.


Actions

Bite Melee weapn attack: +5 1d20+5 4d6 Damage: 4d6
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. Choose ray 1d10
1. Charm Ray The targeted creature must succeed on a DC 16 Wis save 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 Con save 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 a success.
3. Fear Ray The targeted creature must succeed on a DC 16 Wis save 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 a success.
4. Slowing Ray The targeted creature must succeed on a DC 16 Dex save. 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 it's turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
5. Enervation Ray The targeted creature must make a DC 16 Con save, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.
6. Telekinetic Ray If the creature is a creature, it must succeed on a DC 16 Str save or the beholder moves it up to 30ft 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 30ft 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 Wis save 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 Dex save. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of it's 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 Dex save or take 45 (10d8) 10d8 force damage. If this creature is reduced to 0 hit points, it's body becomes a pile of fine gray dust. If the target is a large or smaller non-magicall object or creation of magical force, it is disintegrated without a savein throw. If the target is Huge or larger or creation of magical force, this ray disintegrates a 10ft cube of it.
10. Death Ray The targeted creature must succeed on a DC 16 Dex save or take 55 (10d10) 10d10 necrotic damage. The target dies if the ray reduces it to 0hit points.


 

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.

Lair Actions

When fighting inside it~ 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.
• 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.

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.

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 some- times feel as if they're being watched when they aren't.   • When the beholder sleeps, minor warps in reality occur within 1 mi1e 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.


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.


Created by

texasfoshee.

Statblock Type

Monster / Creature

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