Beholder Zombie

Beholder Zombie

Large undead
Challenge

STR
0
DEX
−1
CON
3
INT
−4
WIS
−1
CHA
−3

93
11d10+33
17
Soak
2
Fort
+4
Ref
−1
Will
+0
Defense note natural armor
Damage immunities poison
Condition immunities charmed, diseased, exhausted, frightened, poisoned, prone

Speed 0 m., fly 4 m. (hover)
Skills Psionics (int) −2 (9)
Senses darkvision 10 m.
Languages understands Aklo and Undercommon but can’t speak

Spellcasting. The beholder zombie uses Psionics (int) to cast spells (spell save Difficulty 7, −2 to hit with spell attacks). It has 5 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: call to mind, psychic fortress, thought shield

Undead Fortitude. If damage reduces the beholder zombie to 0 health, it must make a Fortitude saving throw with a Difficulty of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the beholder zombie drops to 1 health instead.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +2 to hit. Hit: 14 (4d6) piercing damage.

Eye Rays (1/turn). The beholder zombie uses a random magical eye ray, choosing a creature that it can see within 10 meters of it.

  1. Paralyzing Ray. The creature must succeed on a Difficulty 7 Fortitude saving throw or be paralyzed for 1 minute. The creature 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 creature must succeed on a Difficulty 7 Will saving throw or be frightened by the beholder zombie for 1 minute. The creature 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 creature must make a Difficulty 7 Fortitude saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.

  4. Disintegration Ray. The creature must succeed on a Difficulty 7 Reflex saving throw or take 27 (6d8) force damage. If this damage reduces the creature to 0 health, 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 2-meter cube of it.

Underdarkmm

Spells

As a reaction, which you use when you use an skill check using Intelligence to do one of the following:

  • Recall knowledge
  • Identify an alchemical concoction
  • Identify a herb, poison, or potion
  • Identify a concoction or spell
  • Identify a magic or technological item
  • Diagnose illness
  • Understand the gist of a language
  • Communicate in a language

You can recall natural memories and knowledge previously inaccessible to you. You can reroll the Intelligence check.

1 hour/mana

As an action, you have resistance to psychic damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so you have advantage on Will saving throws.

  • Mind Blank. You can expend 1 additional mana so the creature is immune to any effect that would sense its emotions or read its thoughts and divination spells. The spell even foils miracle or wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

  • Immunity. You can expend 2 additional mana so the creature is immune to psychic damage.

As a reaction, which you use when you make a Will saving throw, you fortify your mind against intrusions. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can expend 2 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Will saving throw. Until the start of your next turn, you and all allies within 2 meters of you have advantage on Will saving throws.