{"name":"Beholder","cr":"13","types":"Aberration","size":"Large","languages":"Deep Speech, Undercommon","alignment":"Lawful Evil","description":"One glance at a beholder is enough to assess its foul\r\nand otherworldly nature. Aggressive, hateful, and\r\ngreedy, these aberrations dismiss all other creatures as\r\nlesser beings, toying with them or destroying them as\r\nthey choose.\r\nA beholder's spheroid body levitates at all times, and\r\nits great bulging eye sits above a wide, toothy maw, while\r\nthe smaller eyestalks that crown its body twist and turn\r\nto keep its foes in sight. When a beholder sleeps, it closes\r\nits central eye but leaves its smaller eyes open and alert.","suggestedenvironment":"","ac":"18","hitpoints":"180hp (19d10+76) [roll:19d10+76]","strength":"10","dexterity":"14","constitution":"18","intelligence":"17","wisdom":"15","charisma":"17","movement":"0","fly":"20","hover":"20","burrow":"0","swim":"0","climb":"0","senses":"Darkvision 120ft, passive perception 22","skills":"Perception +12","savingthrows":"Int +8, Wis +7, Cha +8","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"Antimagic cone: The beholder's central eye creates an area of\r\nantimagic, as in the anti magic field spell, in a 150-foot cone. At\r\nthe start of each of its turns, the beholder decides which way\r\nthe cone faces and whether the cone is active. The area works\r\nagainst the beholder's own eye rays.","actions":"[b]Bite[\/b] Melee weapn attack: +5 [roll: 1d20+5] 4d6 Damage: [roll:4d6] [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. Choose ray [roll:1d10] [br]\r\n       1. [i]Charm Ray[\/i] 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 [br]\r\n       2. [i]Paralyzing Ray[\/i] 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. [br]\r\n       3. [i]Fear Ray[\/i] 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. [br]\r\n       4. [i]Slowing Ray[\/i] 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. [br]\r\n       5. [i]Enervation Ray[\/i] The targeted creature must make a DC 16 Con save, taking 36 [roll:8d8] necrotic damage on a failed save, or half as much on a successful one. [br]\r\n       6. [i]Telekinetic Ray[\/i] 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. [br]\r\n       7. [i]Sleep Ray[\/i] 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. [br]\r\n      8. [i]Petrification Ray[\/i] 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. [br]\r\n       9. [i]Disintegration Ray[\/i] If the target is a creature, it must succeed on a DC 16 Dex save or take 45 (10d8) [roll: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. [br]\r\n       10. [i]Death Ray[\/i] The targeted creature must succeed on a DC 16 Dex save or take 55 (10d10) [roll:10d10] necrotic damage. The target dies if the ray reduces it to 0hit points.","reactions":"","legendaryactions":"The beholder can take 3 legendary actions, using the Eye Ray\r\noption below. It can take only one legendary action at a time\r\nand only at the end of another creature's turn . The beholder\r\nregains spent legendary actions at the start of its turn.\r\n\r\n[b]Eye Ray[\/b] The beholder uses one random eye ray.","lairdescription":"A beholder's central lair is typically a large, spacious\r\ncavern with high ceilings, where it can attack without\r\nfear of closing to melee range. A beholder encountered\r\nin its lair has a challenge rating of 14.","lairactions":"When fighting inside it~ lair, a beholder can invoke the\r\nambient magic to take lair actions. On initiative count\r\n20 (losing initiative ties), the beholder can take one lair\r\naction to cause one of the following effects: [br]\r\n\u2022 A 50-foot square area of ground within 120 feet of the\r\nbeholder becomes slimy; that area is difficult terrain\r\nuntil initiative count 20 on the next round. [br]\r\n\u2022 Walls within 120 feet of the beholder sprout grasping\r\nappendages until initiative count 20 on the round after\r\nnext. Each creature of the beholder's choice that starts\r\nits turn within 10 feet of such a wall must succeed\r\non a DC 15 Dexterity saving throw or be grappled.\r\nEscaping requires a successful DC 15 Strength\r\n(Athletics) or Dexterity (Acrobatics) check. [br]\r\n\u2022 An eye opens on a solid surface within 60 feet of the\r\nbeholder. One random eye ray of the beholder shoots\r\nfrom that eye at a target of the beholder's choice that it\r\ncan see. The eye then closes and disappears. [br]\r\nThe beholder can't repeat an effect until they have\r\nall been used, and it can't use the same effect two\r\nrounds in a row.","regionaleffects":"\u00b7A region containing a beholder's lair is warped by the\r\ncreature's'unnatural presence, which creates one or\r\nmore of the following effects:\r\n\r\n\u2022 Creatures within 1 mile of the beholder's lair some-\r\ntimes feel as if they're being watched when they aren't.\r\n\r\n\u2022 When the beholder sleeps, minor warps in reality\r\noccur within 1 mi1e of its lair and then vanish 24\r\nhours later. Marks on cave walls might change subtly,\r\nan eerie trinket might appear where none existed\r\nbefore, harmless slime might coat a statue, and so\r\non. These effects apply only to natural surfaces and to\r\nnonmagical objects that aren't on anyone's person.\r\nIf the beholder dies, these effects fade over the course\r\nof 1d10 days.","image":"","tabledata":"","tags":"","isShared":"1","templateId":"21","blockId":"54728"}