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)
- 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
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.
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 abilitiesāguaranteed 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 Monster Manual 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.
- Antimagic Cone:. mirage arcane, power word stun (affecting the weakest non-stunned target in the cone each round)
- Charm Ray:. banishment (1 minute), confusion (1 minute)
- Death Ray:. circle of death (10-foot-radius sphere; 4d6 necrotic damage to all creatures in the area), feeblemind
- Disintegration Ray:. chain lightning (primary target takes 6d8 lightning damage; two secondary targets within 30 feet of the primary target take 3d8 lightning damage each), eyebite (sickened effect; 1 minute)
- Enervation Ray:. create undead (usable regardless of the time of day), polymorph (1 minute)
- Fear Ray:. gaseous form (self or willing creature only), moonbeam
- Paralyzing Ray:. modify memory, silence (1 minute)
- Petrification Ray:. Otto's irresistible dance (1 minute), wall of ice (1 minute; one 10-foot-square panel)
- Sleep Ray:. blindness/deafness, misty step (self or willing creature only)
- Slowing Ray:. bestow curse (1 minute), sleet storm (one 10-foot-cube)
- Telekinesis Ray:. geas (1 hour), wall of force (1 minute; one 10-foot-square panel)
Actions
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
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.
The beholder uses one random eye ray.