Armor Class
15
Beholder Zombie
Large Undead · Neutral Evil
Hit Points
93 (11d10 + 33)
Speed
Walk, Fly 20 ft. ((hover))
CR
5
Traits
Undead Fortitude
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Bite
Melee Weapon Attack +3 to hit, reach 5 ft., one target. 14 () Piercing damage.
Eye Ray
The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
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1. Paralyzing Ray
The targeted creature must succeed on a DC 14 Constitution saving throw or be 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.
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2. Fear Ray
The targeted creature must succeed on a DC 14 Wisdom saving throw or be 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.
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3. Enervation Ray
The targeted creature must make a DC 14 Constitution saving throw, taking 36 () Necrotic damage on a failed save, or half as much damage on a successful one.
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4. Disintegration Ray
If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 () Force damage. If this damage reduces the creature to 0 hit points, 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 nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.
list
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itemSub
1. Paralyzing Ray
The targeted creature must succeed on a DC 14 Constitution saving throw or be 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.
itemSub
2. Fear Ray
The targeted creature must succeed on a DC 14 Wisdom saving throw or be 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.
itemSub
3. Enervation Ray
The targeted creature must make a DC 14 Constitution saving throw, taking 36 () Necrotic damage on a failed save, or half as much damage on a successful one.
itemSub
4. Disintegration Ray
If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 () Force damage. If this damage reduces the creature to 0 hit points, 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 nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.