Beholder Species in The True Dark Ages | World Anvil

Beholder

Beholder CR: 13 (10000 XP) or 14 (11500 XP) when encountered in lair

Large aberration, neutral evil
Armor Class: 18 (natural armor)
Hit Points: 180 ( 19d10+76 )
Speed: 0 ft , can hover

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 120 ft.
Languages: Deep Speech, Undercommon
Challenge Rating: 13 (10000 XP) or 14 (11500 XP) when encountered in lair

Antimagic Cone The beholder's central eye creates an area of antimagic, as in the antimagic 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 Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 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 120 ft. of it. All Saving Throws are made against a DC of 16. The following rays are available:

1d10 ray Effect
1. Charm ray Wis Fail = Charmed by the beholder for 1 hour, or until the beholder harms the creature.
2. Paralyzing ray Con Fail = 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 Wis Fail = 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 Dex Fail = Speed is halved for 1 minute, creature can't take Reactions and it can take either an Action or a Bonus Actiion on its turn, not both. Save is repeated at the end of each of its turns.
5. Enervating ray Con Fail = 8d8 necrotic dmg, Suc = 1/2 dmg
6. Telekinetic ray Str Fail = Moved up to 30 ft. in any direction by beholder. It is Restrained by the ray's grip until the start of the beholder's next turn or until the beholder is incapacitated.
7. Sleep ray Wis Fail = 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 Dex Fail = Begin to turn to stone and target 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 Dex Fail = 10d8 force damage. If this reduces the creature to 0 HP, its body becomes a pile of fine gray dust. Objects till Large are immediately disintegrated, Huge and larger are disintegrated by a 10 ft. cube
10. Death ray Dex Fail = 10d10 necrotic dmg. The target dies if the ray reduces it to 0 HP

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.

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 ft. of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 ft. 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 ft. 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 ft. 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 beholder sleeps, minor warps in reality occurs 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.
If the beholder dies, these effects fade over the course of 1d10 days.


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