Armor Class
18
Beholder
Large Aberration · Lawful Evil
Hit Points
190 (20d10 + 80)
Speed
Walk 5 ft., Fly 40 ft. ((hover))
CR
13
Traits
Legendary Resistance (3/Day, or 4/Day in Lair)
If the beholder fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
The beholder uses Eye Rays three times.
Bite
Melee Attack +8, reach 5 ft. 13 () Piercing damage.
Eye Rays
The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll ; reroll if the beholder has already used that ray during this turn):
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1: Charm Ray
WIS Save DC 16.
Failure: 13 () Psychic damage, and the target has the condition for 1 hour or until it takes damage.
Success: Half damage only.
item
2: Paralyzing Ray
CON Save DC 16.
Failure: The target has the condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
item
3: Fear Ray
WIS Save DC 16.
Failure: 14 () Psychic damage, and the target has the condition until the end of its next turn.
Success: Half damage only.
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4: Slowing Ray
CON Save DC 16.
Failure: 18 () Necrotic damage. Until the end of the target's next turn, the target's Speed is halved; the target can't take Reactions; and it can take either an action or a Bonus Action on its turn, not both.
Success: Half damage only.
item
5: Enervation Ray
CON Save DC 16.
Failure: 13 () Poison damage, and the target has the condition until the end of its next turn. While , the target can't regain Hit Points.
Success: Half damage only.
item
6: Telekinetic Ray
STR Save DC 16 (the target succeeds automatically if it is Gargantuan).
Failure: The beholder moves the target up to 30 feet in any direction. The target has the condition until the start of the beholder's next turn or until the beholder has the condition. The beholder can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.
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7: Sleep Ray
WIS Save DC 16 (the target succeeds automatically if it is a Construct or an Undead).
Failure: The target has the condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.
item
8: Petrification Ray
CON Save DC 16. 1 The target has the condition and repeats the save at the end of its next turn if it is still , ending the effect on itself on a success. 2 The target has the condition instead of the condition.
item
9: Disintegration Ray
DEX Save DC 16.
Failure: 36 () Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube [Area Of Effect] of it disintegrates into dust.
Success: Half damage.
Success or Failure: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
item
10: Death Ray
DEX Save DC 16.
Failure: 55 () Necrotic damage.
Success: Half damage.
Success or Failure: The target dies if the ray reduces it to 0 Hit Points.
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item
1: Charm Ray
WIS Save DC 16.
Failure: 13 () Psychic damage, and the target has the condition for 1 hour or until it takes damage.
Success: Half damage only.
item
2: Paralyzing Ray
CON Save DC 16.
Failure: The target has the condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
item
3: Fear Ray
WIS Save DC 16.
Failure: 14 () Psychic damage, and the target has the condition until the end of its next turn.
Success: Half damage only.
item
4: Slowing Ray
CON Save DC 16.
Failure: 18 () Necrotic damage. Until the end of the target's next turn, the target's Speed is halved; the target can't take Reactions; and it can take either an action or a Bonus Action on its turn, not both.
Success: Half damage only.
item
5: Enervation Ray
CON Save DC 16.
Failure: 13 () Poison damage, and the target has the condition until the end of its next turn. While , the target can't regain Hit Points.
Success: Half damage only.
item
6: Telekinetic Ray
STR Save DC 16 (the target succeeds automatically if it is Gargantuan).
Failure: The beholder moves the target up to 30 feet in any direction. The target has the condition until the start of the beholder's next turn or until the beholder has the condition. The beholder can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.
item
7: Sleep Ray
WIS Save DC 16 (the target succeeds automatically if it is a Construct or an Undead).
Failure: The target has the condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.
item
8: Petrification Ray
CON Save DC 16. 1 The target has the condition and repeats the save at the end of its next turn if it is still , ending the effect on itself on a success. 2 The target has the condition instead of the condition.
item
9: Disintegration Ray
DEX Save DC 16.
Failure: 36 () Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube [Area Of Effect] of it disintegrates into dust.
Success: Half damage.
Success or Failure: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
item
10: Death Ray
DEX Save DC 16.
Failure: 55 () Necrotic damage.
Success: Half damage.
Success or Failure: The target dies if the ray reduces it to 0 Hit Points.
Bonus Actions
Antimagic Cone
The beholder's central eye emits an antimagic wave in a 150-foot Cone [Area Of Effect]. Until the start of the beholder's next turn, that area acts as an spell, and that area works against the beholder's own Eye Rays.
Legendary Actions
Chomp
The beholder makes two Bite attacks.
Glare
The beholder uses Eye Rays.