Page 45 - Monster Manual Expanded III Dragonix
P. 45

Clockwork Beholder                                      2. Freeze Ray. The targeted creature must succeed on a DC 17
                                                               Constitution saving throw or take 18 (4d8) cold damage and the
          Large construct, unaligned
                                                               target can't use reactions and its speed is halved for 1 minute.  The
                                                               creature can repeat the saving throw at the end of each of its turns,
          Armor Class 19 (natural armor)                       ending the effect on itself on a success.
          Hit Points 180 (19d10 + 76)                             3. Lightning Ray. The targeted creature must succeed on a DC 17
          Speed 0 ft., fly 20 ft. (hover)                      Constitution saving throw or take 18 (4d8) lightning damage and the
                                                               target is incapacitated until the end of the clockwork beholder's next
              STR           DEX           CON           INT           WIS           CHA   turn.
                 12 (+1)      10 (+0)       18 (+4)       3 (-4)       10 (+0)         1 (-5)     4. Acid Ray. The targeted creature must succeed on a DC 17
                                                               Dexterity saving throw. On a failed save, the creature takes 18 (4d8)
          Skills Perception +10                                acid damage immediately and 9 (2d8) acid damage at the end of its
                                                               next turn. On a successful save, a creature takes half as much of the
          Damage Immunities poison; bludgeoning, piercing, and slashing
                                                               initial damage and no damage at the end of its next turn.
            from nonmagical attacks that aren’t adamantine
                                                                  5. Poison Ray. The targeted creature must succeed on a DC 17
          Condition Immunities charmed, exhaustion, frightened, paralyzed,
                                                               Constitution saving throw or be poisoned for 1 minute.  A poisoned
            petrified, poisoned
                                                               creature is paralyzed. The creature can repeat the saving throw at the
          Senses darkvision 120 ft., passive Perception 20
                                                               end of each of its turns, ending the effect on itself on a success.
          Languages understands one language of its creator but can’t speak
                                                                  6. Radiant Ray. The targeted creature must succeed on a DC 17
          Challenge 14 (11,500 XP)      Proficiency Bonus +5
                                                               Constitution saving throw or take 13 (3d8) radiant damage and the
                                                               target is blinded for 1 minute.  The creature can repeat the saving
          Death Burst. When the clockwork beholder's hit points reaches 0,
                                                               throw at the end of each of its turns, ending the effect on itself on a
          roll 1d6. On a roll of 3 or higher, it explodes in a burst of shrapnel
                                                               success.
          and scalding steam. Each creature within 10 feet of it must make a
                                                                  7. Force Ray. The targeted creature must succeed on a DC 17
          DC 17 Dexterity saving throw, taking 9 (2d8) piercing damage and
                                                               Strength saving throw or take 18 (4d8) force damage and the target
          9 (2d8) fire damage on a failed save, or half as much damage on a
                                                               is pushed up to 10 feet directly away from the clockwork beholder
          successful one.
                                                               and is knocked prone.
          Spell Redirection Cone. The clockwork beholder's central eye     8. Antimagic Ray. The targeted creature must succeed on a DC 17
          creates an area of spell redirection, in a 150-foot cone. If a creature   Wisdom saving throw or the target is affected as if in an antimagic
          within the cone targets the clockwork beholder with a spell or spell   field spell for 1 minute.  The creature can repeat the saving throw at
          attack, the beholder causes that spell to hit another creature of its   the end of each of its turns, ending the effect on itself on a success.
          choice within 60 feet of it that it can see. At the start of each of its     9. Death Ray. The targeted creature must succeed on a DC 17
          turns, the clockwork beholder decides which way the cone faces and   Dexterity saving throw or take 33 (6d10) necrotic damage. The target
                                                               dies if the ray reduces it to 0 hit points.
          whether the cone is active.
                                                               10. Malfunctioning Ray. The eye activates, sputters, blows a gasket,
          Magic Resistance. The clockwork beholder has advantage on saving   and does nothing.
          throws against spells and other magical effects.
          Actions                                              Legendary Actions
                                                               The clockwork beholder can take 3 legendary actions, using the Eye
          Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11   Ray option below. It can take only one legendary action at a time and
          (3d6 + 1) piercing damage.                           only at the end of another creature’s turn. The clockwork beholder
                                                               regains spent legendary actions at the start of its turn.
          Eye Rays. The clockwork beholder shoots three of the following
          magical eye rays at random (reroll duplicates), choosing one to three   Eye Ray. The clockwork beholder uses one random eye ray.
          targets it can see within 120 feet of it:            Reactions
             1. Fire Ray. The targeted creature must succeed on a DC 17
          Dexterity saving throw. On a failed save, the creature takes 22   Direct Spell Redirection Cone. When a creature the clockwork
          (4d10) fire damage and catches fire; until someone takes an action   beholder can see targets the clockwork beholder with a spell or spell
          to douse the fire, the creature takes 5 (1d10) fire damage at the start   attack and the creature is within 150 feet of the clockwork beholder,
          of each of its turns. On a successful save, a creature takes half as   the clockwork beholder activates its spell redirection cone and faces
          much damage.                                         in the direction of the creature.
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