Beholder

CreatureMMp. 282014

Large aberration, lawful evil

Armor Class
18 (natural armor)
Hit Points
180 (19d10 + 76)
Speed
fly 20 ft. (hover), 0 ft., canHover true ft.
Challenge
13 (10,000 XP)
STR
10
+0
DEX
14
+2
CON
18
+4
INT
17
+3
WIS
15
+2
CHA
17
+3
Saving Throws
Cha +8, Int +8, Wis +7
Skills
Perception +12
Condition Immunities
prone
Senses
darkvision 120 ft., passive Perception 22
Languages
Deep Speech, Undercommon

Traits

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: 14 (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 feet of it:

  • 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

  • 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw 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 itself on a success.

  • 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw 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 itself on a success.

  • 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. 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 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.

  • 5. Enervation Ray. 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.

  • 6. Telekinetic Ray. 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 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 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.

  • 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw 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.

  • 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and 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. 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.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.

  • 10. Death Ray. 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.

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.

Eye Ray.

The beholder uses one random eye ray.

Raw data
{
  "ac": [
    {
      "ac": 18,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": {
    "cr": "13",
    "lair": "14"
  },
  "hp": {
    "average": 180,
    "formula": "19d10 + 76"
  },
  "cha": 17,
  "con": 18,
  "dex": 14,
  "int": 17,
  "str": 10,
  "wis": 15,
  "name": "Beholder",
  "page": 28,
  "save": {
    "cha": "+8",
    "int": "+8",
    "wis": "+7"
  },
  "size": [
    "L"
  ],
  "type": "aberration",
  "group": [
    "Beholders"
  ],
  "skill": {
    "perception": "+12"
  },
  "speed": {
    "fly": {
      "number": 20,
      "condition": "(hover)"
    },
    "walk": 0,
    "canHover": true
  },
  "trait": [
    {
      "name": "Antimagic Cone",
      "entries": [
        "The beholder's central eye creates an area of antimagic, as in the {@spell 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."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Bite",
      "entries": [
        "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."
      ]
    },
    {
      "name": "Eye Rays",
      "entries": [
        "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:",
        {
          "type": "list",
          "items": [
            {
              "name": "1. Charm Ray",
              "type": "itemSub",
              "entry": "The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by the beholder for 1 hour, or until the beholder harms the creature."
            },
            {
              "name": "2. Paralyzing Ray",
              "type": "itemSub",
              "entry": "The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition 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."
            },
            {
              "name": "3. Fear Ray",
              "type": "itemSub",
              "entry": "The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition 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."
            },
            {
              "name": "4. Slowing Ray",
              "type": "itemSub",
              "entry": "The targeted creature must succeed on a {@dc 16} Dexterity saving throw. 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 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."
            },
            {
              "name": "5. Enervation Ray",
              "type": "itemSub",
              "entry": "The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."
            },
            {
              "name": "6. Telekinetic Ray",
              "type": "itemSub",
              "entries": [
                "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 {@condition restrained} by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is {@condition incapacitated}.",
                "If the target is an object weighing 300 pounds or less that isn't 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."
              ]
            },
            {
              "name": "7. Sleep Ray",
              "type": "itemSub",
              "entry": "The targeted creature must succeed on a {@dc 16} Wisdom saving throw or fall asleep and remain {@condition 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."
            },
            {
              "name": "8. Petrification Ray",
              "type": "itemSub",
              "entry": "The targeted creature must make a {@dc 16} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition 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 {@condition petrified} until freed by the {@spell greater restoration} spell or other magic."
            },
            {
              "name": "9. Disintegration Ray",
              "type": "itemSub",
              "entries": [
                "If the target is a creature, it must succeed on a {@dc 16} Dexterity saving throw or take 45 ({@damage 10d8}) 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 object or creation of magical force, this ray disintegrates a 10-foot cube of it."
              ]
            },
            {
              "name": "10. Death Ray",
              "type": "itemSub",
              "entry": "The targeted creature must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points."
            }
          ],
          "style": "list-hang-notitle"
        }
      ]
    }
  ],
  "senses": [
    "darkvision 120 ft."
  ],
  "source": "MM",
  "passive": 22,
  "variant": [
    {
      "name": "Variant Abilities",
      "page": 12,
      "type": "inset",
      "source": "VGM",
      "entries": [
        "When a beholder's dream-imagination runs wild, the result can be an offspring that has an unusual or unique set of abilities. Rather than the standard powers of a beholder's central eye and eyestalks, the creature has one or more variant abilities—guaranteed to surprise any enemies who thought they knew what they were getting themselves into.",
        "This section provides several alternative spell effects for a beholder's eye. Each of these effects is designed to be of the same power level as the one it replaces, enabling you to create a custom beholder without altering the monster's challenge rating. As another option, you can switch any of the damaging eye rays in the {@book Monster Manual|MM} to an effect with a different damage type, such as replacing the enervation ray with a combustion ray that deals fire damage instead of necrotic damage.",
        "Unless otherwise indicated, an alternative ability has the same range as the eye ray it is replacing, and it affects only one creature per use (even if the ability is based on a spell that normally affects an area or multiple targets). The saving throw for an alternative ability uses the same DC and the same ability score as the spell the eye ray is based on.",
        {
          "type": "list",
          "items": [
            {
              "name": "Antimagic Cone:",
              "type": "item",
              "entry": "{@spell mirage arcane}, {@spell power word stun} (affecting the weakest non-{@condition stunned} target in the cone each round)"
            },
            {
              "name": "Charm Ray:",
              "type": "item",
              "entry": "{@spell banishment} (1 minute), {@spell confusion} (1 minute)"
            },
            {
              "name": "Death Ray:",
              "type": "item",
              "entry": "{@spell circle of death} (10-foot-radius sphere; 4d6 necrotic damage to all creatures in the area), {@spell feeblemind}"
            },
            {
              "name": "Disintegration Ray:",
              "type": "item",
              "entry": "{@spell chain lightning} (primary target takes 6d8 lightning damage; two secondary targets within 30 feet of the primary target take 3d8 lightning damage each), {@spell eyebite} (sickened effect; 1 minute)"
            },
            {
              "name": "Enervation Ray:",
              "type": "item",
              "entry": "{@spell create undead} (usable regardless of the time of day), {@spell polymorph} (1 minute)"
            },
            {
              "name": "Fear Ray:",
              "type": "item",
              "entry": "{@spell gaseous form} (self or willing creature only), {@spell moonbeam}"
            },
            {
              "name": "Paralyzing Ray:",
              "type": "item",
              "entry": "{@spell modify memory}, {@spell silence} (1 minute)"
            },
            {
              "name": "Petrification Ray:",
              "type": "item",
              "entry": "{@spell Otto's irresistible dance} (1 minute), {@spell wall of ice} (1 minute; one 10-foot-square panel)"
            },
            {
              "name": "Sleep Ray:",
              "type": "item",
              "entry": "{@spell blindness/deafness}, {@spell misty step} (self or willing creature only)"
            },
            {
              "name": "Slowing Ray:",
              "type": "item",
              "entry": "{@spell bestow curse} (1 minute), {@spell sleet storm} (one 10-foot-cube)"
            },
            {
              "name": "Telekinesis Ray:",
              "type": "item",
              "entry": "{@spell geas} (1 hour), {@spell wall of force} (1 minute; one 10-foot-square panel)"
            }
          ],
          "style": "list-hang-notitle"
        }
      ],
      "_version": {
        "name": "Beholder (Variant Abilities)",
        "addAs": "trait"
      }
    }
  ],
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "AOE",
    "MW"
  ],
  "alignment": [
    "L",
    "E"
  ],
  "languages": [
    "Deep Speech",
    "Undercommon"
  ],
  "legendary": [
    {
      "name": "Eye Ray",
      "entries": [
        "The beholder uses one random eye ray."
      ]
    }
  ],
  "senseTags": [
    "SD"
  ],
  "soundClip": {
    "path": "bestiary/beholder.opus",
    "type": "internal"
  },
  "damageTags": [
    "N",
    "O",
    "P"
  ],
  "environment": [
    "underdark"
  ],
  "reprintedAs": [
    "Beholder|XMM"
  ],
  "languageTags": [
    "DS",
    "U"
  ],
  "hasFluffImages": true,
  "legendaryGroup": {
    "name": "Beholder",
    "source": "MM"
  },
  "conditionImmune": [
    "prone"
  ],
  "legendaryHeader": [
    "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."
  ],
  "conditionInflict": [
    "charmed",
    "frightened",
    "paralyzed",
    "petrified",
    "restrained",
    "unconscious"
  ],
  "referenceSources": [
    "BMT",
    "CM",
    "CoA",
    "EGW",
    "ERLW",
    "GoS",
    "JttRC",
    "KftGV",
    "LoX",
    "NRH-AT",
    "OotA",
    "PaBTSO",
    "SatO",
    "TCE",
    "TftYP-DiT",
    "ToA",
    "ToFW",
    "WDH",
    "WDMM"
  ],
  "savingThrowForced": [
    "constitution",
    "dexterity",
    "strength",
    "wisdom"
  ],
  "conditionInflictLegendary": [
    "grappled"
  ],
  "savingThrowForcedLegendary": [
    "dexterity"
  ]
}