Kryx RPGThemesMonsters

Beholder

Large aberration
Challenge
13 (10,000 XP)

STR
0
DEX
2
CON
4
INT
3
WIS
2
CHA
3

180
19d10+76
18
Soak
2
Fort
+4
Ref
+1
Will
+8
Defense note natural armor
Condition immunities prone

Speed 0 m., fly 6 m. (hover)
Senses darkvision 35 m., passive Perception 19
Skills Perception +9, Psionics +8
Languages Aklo, Undercommon

Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 45-meters 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.

Spellcasting. The beholder is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has 12 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

Cantrips (at will): distract, message, mind thrust

1 mana: agonizing rebuke, call to mind, disable, mind over body, mind trap, psychic fortress, thought shield

2 mana: nondetection

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 14 (4d6) piercing damage.

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 35 meters of it:

  1. Charm Ray. The targeted creature must succeed on a DC 16 Will saving throw 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 Fortitude 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.

  3. Fear Ray. The targeted creature must succeed on a DC 16 Will 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.

  4. Slowing Ray. The targeted creature must succeed on a DC 16 Will 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.

  5. Enervation Ray. The targeted creature must make a DC 16 Fortitude saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Reflex saving throw or the beholder moves it up to 9 meters 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 135 kilograms or less that isn’t being worn or carried, it is moved up to 9 meters 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 Will 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.

  8. Petrification Ray. The targeted creature must make a DC 16 Fortitude 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.

  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Reflex saving throw or take 45 (10d8) 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 3-meters cube of it.

  10. Death Ray. The targeted creature must succeed on a DC 16 Reflex saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 health.

Legendary Actions

The beholder can take 3 legendary actions, choosing from the options below. Only one legendary option can be used 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.

Underdarkmm