{"name":"Beholder","challenge_rating":"13","xp":"10000","types":"Aberration","pb":"+5","size":"Large","sizer":"NONE","languages":"Deep Speech, Undercommon","alignment":"Lawful Evil","description":"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.\r\n\r\nA beholder\u2019s 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.\r\n\r\n[aloud]\"Every beholder thinks it is the epitome of beholderkind, and the only thing it fears is that it might be wrong.\" -Valkara Ironfell, dwarf sage[\/aloud]\r\n\r\n[b]Xenophobic Isolationists[\/b]. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around.\r\n[in]The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others\u2019 stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies.[\/in]\r\n\r\n[b]Eye Tyrant[\/b]. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master\u2019s behalf.","suggested_environments":"Underdark","armor_class":"18","hit_points":"180","strength":"10","dexterity":"14","constitution":"18","intelligence":"17","wisdom":"15","charisma":"17","base_movement_units":"","base_movement_in_ft":"0","fly_movement_in_ft":"20","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","can_hover":"1","senses":"[tooltip:If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.]Darkvision[\/tooltip] 120ft., Passive Perception 22","skills":"Perception +12","saving_throws":"INT +8, WIS +7, CHA +8","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"Prone","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Antimagic Cone[\/b]. The beholder\u2019s central eye creates an area of antimagic, as in the [blocklink:1530864] 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\u2019s own eye rays.","actions":"[b]Bite[\/b]. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.\r\n[br][br]\r\n[b]Eye Rays[\/b]. 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 of it:\r\n[ul]\r\n[li][b]Charm Ray[\/b]. The targeted creature must succeed on a DC 16 Wisdom saving throw or be [tooltip:While you have the Charmed condition, you experience the following effects: Can\u2019t Harm the Charmer (You can\u2019t attack the charmer or target the charmer with damaging abilities or magical effects.), Social Advantage (The charmer has Advantage on any ability check to interact with you socially.)]charmed[\/tooltip] by the beholder for 1 hour, or until the beholder harms the creature.[\/li]\r\n[li][b]Paralyzing Ray[\/b]. The targeted creature must succeed on a DC 16 Constitution saving throw or be [tooltip:While you have the Paralyzed condition, you experience the following effects: Incapacitated (You have the Incapacitated condition.), Speed 0 (Your Speed is 0 and can\u2019t increase.), Saving Throws Affected (You automatically fail Strength and Dexterity saving throws.), Attacks Affected (Attack rolls against you have Advantage.), Automatic Critical Hits (Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.)]paralyzed[\/tooltip] 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.[\/li]\r\n[li][b]Fear Ray[\/b]. The targeted creature must succeed on a DC 16 Wisdom saving throw or be [tooltip:While you have the Frightened condition, you experience the following effects: Ability Checks and Attacks Affected (You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.), Can\u2019t Approach (You can\u2019t willingly move closer to the source of fear.)]frightened[\/tooltip] 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.[\/li]\r\n[li][b]Slowing Ray[\/b]. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target\u2019s speed is halved for 1 minute. In addition, the creature can\u2019t 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.[\/li]\r\n[li][b]Enervation Ray[\/b]. 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.[\/li]\r\n[li][b]Telekinetic Ray[\/b]. 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 [tooltip:While you have the Restrained condition, you experience the following effects: Speed 0 (Your Speed is 0 and can\u2019t increase.), Attacks Affected (Attack rolls against you have Advantage, and your attack rolls have Disadvantage.), Saving Throws Affected (You have Disadvantage on Dexterity saving throws.)]restrained[\/tooltip] by the ray\u2019s telekinetic grip until the start of the beholder\u2019s next turn or until the beholder is [tooltip:While you have the Incapacitated condition, you experience the following effects: Inactive (You can\u2019t take any action, Bonus Action, or Reaction.), No Concentration (Your Concentration is broken.), Speechless (You can\u2019t speak.), Surprised (If you\u2019re Incapacitated when you roll Initiative, you have Disadvantage on the roll.)]incapacitated[\/tooltip].\r\n[in]If the target is an object weighing 300 pounds or less that isn\u2019t 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.[\/in][\/li]\r\n[li][b]Sleep Ray[\/b]. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain [tooltip:]While you have the Unconscious condition, you experience the following effects: Inert (You have the Incapacitated and Prone conditions, and you drop whatever you\u2019re holding. When this condition ends, you remain Prone.), Speed 0 (Your Speed is 0 and can\u2019t increase.), Attacks Affected (Attack rolls against you have Advantage.), Saving Throws Affected (You automatically fail Strength and Dexterity saving throws.), Automatic Critical Hits (Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.), Unaware (You\u2019re unaware of your surroundings.)]unconscious[\/tooltip] 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.[\/li]\r\n[li][b]Petrification Ray[\/b]. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is [tooltip:While you have the Restrained condition, you experience the following effects: Speed 0 (Your Speed is 0 and can\u2019t increase.), Attacks Affected (Attack rolls against you have Advantage, and your attack rolls have Disadvantage.), Saving Throws Affected (You have Disadvantage on Dexterity saving throws.)]restrained[\/tooltip]. 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 [tooltip:While you have the Petrified condition, you experience the following effects: Turned to Inanimate Substance (You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance - usually stone. Your weight increases by a factor of ten, and you cease aging.), Incapacitated (You have the Incapacitated condition.), Speed 0 (Your Speed is 0 and can\u2019t increase.), Attacks Affected (Attack rolls against you have Advantage.), Saving Throws Affected (You automatically fail Strength and Dexterity saving throws.), Resist Damage (You have Resistance to all damage.), Poison Immunity (You have Immunity to the Poisoned condition.)]petrified[\/tooltip] until freed by the [blocklink:1533012] spell or other magic.[\/li]\r\n[li][b]Disintegration Ray[\/b]. 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.\r\n[in]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.[\/in][\/li]\r\n[li][b]Death Ray[\/b]. 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.[\/li]\r\n[\/ul]","bonus_actions":"","reactions":"","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\u2019s turn. The beholder regains spent legendary actions at the start of its turn.\r\n[br][br]\r\n[b]Eye Ray[\/b]. The beholder uses one random eye ray.\r\n","lair_description":"[b]Alien Lairs[\/b]. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder\u2019s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor.\r\n[br][br]\r\nAs alien as their creator, the rooms in a beholder\u2019s lair reflect the creature\u2019s arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures.\r\n","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:\r\n[ul]\r\n[li]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.[\/li]\r\n[li]Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder\u2019s 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.[\/li]\r\n[li]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\u2019s choice that it can see. The eye then closes and disappears.[\/li]\r\n[\/ul]\r\nThe beholder can\u2019t repeat an effect until they have all been used, and it can\u2019t use the same effect two rounds in a row.","regional_effects":"A region containing a beholder\u2019s lair is warped by the creature\u2019s unnatural presence, which creates one or more of the following effects:\r\n[ul]\r\n[li]Creatures within 1 mile of the beholder\u2019s lair sometimes feel as if they\u2019re being watched when they aren\u2019t.[\/li]\r\n[li]When the beholder 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\u2019t on anyone\u2019s person.[\/li]\r\n[\/ul]\r\nIf the beholder dies, these effects fade over the course of 1d10 days.","motivation":"","tactics":"","image_gallery_id":"6512002","source":"MM (p.28)","tags":"","templateId":"2991","blockId":"1537491","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"31402","isShared":"on"}