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Beholders

Xenophobic and vicious creatures, beholders are quick to attack enemies, including anyone they deemed not "like themselves." Beholders, as a rule, are violent and greedy, hungering for both wealth and power over others. This is made all the more complicated since more than one variety of beholder exists, each believing itself to be the pinnacle of bodily perfection and they viewed other beholders who differed from this image in even the most minute details as loathsome enemies and inferiors.

Basic Information

Anatomy

Beholders were immediately identifiable, being essentially a floating head with one single, cyclops-like eye surrounded by ten smaller eye stalks. Other than this, the main feature of a beholder's anatomy was its massive, gaping maw. Because of these features, beholders were occasionally known as "spheres of many eyes" or "eye tyrants,"

Genetics and Reproduction

Beholders aren't a naturally reproducing race. they are in essence immortal. During their long lives they will sometimes have nightmares that are so terrible that their reality warping spawns another beholder in the image of their nightmares. these offspring usually kill them in their sleep if they are able.

Ecology and Habitats

Beholders are denizens of the chaotic realms opposite to the realm of law. Beholders are less of a naturally occurring creature and more of a sentient mass of energy that willed it's own creation. They have large bulbous bodies and 8 eye stalks coming off of them. Beholders are constantly outpouring chaos into their habitat, which manifests as eye rays during combat. these eye rays are especially chaotic during combat due to the stress involved leading to some technical difficulties.

Additional Information

Average Intelligence

Beholders are equally as smart as they are entirely insane.

Perception and Sensory Capabilities

they have fairly good vision in the dark and can see clearly in darkness up to 120ft away

Civilization and Culture

Beauty Ideals

Themselves. Everything other than a beholder is revolting to look at.
Average Physique
They don't tend to use their bodies for a lot relying on their telekinetic eye ray and disintegration to do most physical things.

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Beholder

Large aberration, lawful evil
Armor Class 18 (natural armor)
Hit Points 180 19d10+76
Speed Fly: 20ft

STR
10 0
DEX
14 +2
CON
18 +4
INT
17 +3
WIS
15 +2
CHA
17 +3

Saving Throws Int +8, Wis +7, Cha +8
Skills Perception +12
Condition Immunities prone
Senses darkvision 120 ft.
Languages Beholder
Challenge 13


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.   Hover. If knocked prone while flying, the creature doesn't fall, and it can stop moving in midair and not fall.


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, choosing one to three targets it can see within 120 ft. of it:   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.   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.   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.   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.   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.   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 ft. 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 ft. 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.   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.   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.   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.   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, choosing from the options below. Only one legendary action option can be used 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.

Lair Actions

When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:   A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.   Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.   An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears. The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.

A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14.

Regional Effects

A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:   Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.   When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.   If the beholder dies, these effects fade over the course of 1d10 days.


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