Page 29 - Monster Manual [11th Print]
P. 29
'0EVERV BEHOLDER THINKS IT IS THE EPITOME
OF BEHOLDERKINO, ANO THE ONLY THING IT
FEARS IS THAT IT I GHT BE WRONG."
M
-VALK/IRA lRONFELl, DWARF SAGE
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
Large aberration, lawf u l evil
on a success.
5. Enervation Ray. The targeted creature must make a DC 6
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Armor Class 8 (natural armor)
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3
(
Hit Points 180 1 9 dl0 + 76) Constitution saving throw, taking 6 (8d8) necrotic damage on
Speed 0 ft., fly 20 ft. (hover) a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed
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STR DEX CON I N T WIS CHA on a DC 6 Strength saving throw or the beholder moves
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1 0 (+O) 14 (+2) 1 8 (+4) 1 7 (+3) lS (+2) 17 (+3) it up to 30 feet in any direction. It is restra n ed by the ray's
telekinetic grip until the start of the beholder's next turn or
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Saving Throws n t +8, Wis +7, Cha +8 until the beholder is incapacitated.
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Skills Perception + 2 If the target is an object weighing 300 pounds or less that
Condition Immunities prone isn't being worn or carried, it is moved up to 30 feet in any
Senses darkvision 2 0 ft., passive Perception 22 direction. The beholder can also exert fine control on objects
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Languages Deep Speech, n dercommon with this ray, such as manipulating a simple tool or opening a
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Challenge 13 (10,000 XP) door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC 1 6
Wisdom saving throw r fall asleep and remain unconscious
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Antimagic Cone. The beholder's central eye creates an area of for 1 minute. The target awakens if it takes damage or another
anti magic, as in the anti magic field spell, in a 1 SO-foot cone. At creature takes an action to wake it. This ray has no effect on
the start of each of its turns, the beholder decides which way constructs and undead.
the cone faces and whether the cone is active. The area works
against the beholder's own eye rays. 8. Petrification Ray. The targeted creature must make a DC
16 Dexterity saving throw. On a failed save, the creature begins
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ACTIO N S to turn to stone and is restrained. It u st repeat the saving
throw at the end of its next turn. On a success, the effect ends.
h
Bite. Melee Weapon Attack: +S to i t, reach S ft., one target. On a failure, the creature is petrified until freed by the greater
Hit: 14 (4d6) piercing damage. restoration spell or other magic.
Eye Rays. The beholder shoots three of the following magical 9. Disintegration Ray. If the target is a creature, it must
eye rays at random (reroll duplicates), choosing one to three succeed on a DC 16 Dexterity saving throw or take 4S (10d8)
targets it can see within 1 2 0 feet of it: force damage. If this damage reduces the creature to 0 hit
points, its body becomes a pile of fine gray dust.
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7. Charm Ray. The targeted creature u st succeed on a DC If the target is a Large or smaller nonmagical object or
1 6 Wisdom saving throw or be charmed by the beholder for 1 creation of magical force, it is disintegrated without a saving
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hour, or n til the beholder harms the creature. throw. If the target is a H u ge or larger object or creation of
2. Paralyzing Ray. The targeted creature must succeed on a magical force, this ray disintegrates a 10-foot cube of it.
DC 1 6 Constitution saving throw or be paralyzed for 1 minute. 70. Death Ray. The targeted creature u st succeed on a DC
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The target can repeat the saving throw at the end of each of its 16 Dexterity saving throw or take SS (lOdlO) necrotic damage.
turns, ending the effect on itself on a success. The target dies if the ray reduces it to 0 hit points.
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3. Fear Ray. The targeted creature u st succeed on a DC 6
Wisdom saving throw r be frightened r 1 minute. The target LEG E N DARY ACTI O N S
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fo
can repeat the saving throw at the end of each of its turns, The beholder can take 3 legendary actions, using the Eye Ray
ending the effect on itself on a success. option below. It can take only one legendary action at a time
4. Slowing Ray. The targeted creature must succeed on a and only at the end of another creature's turn. The beholder
DC 1 6 Dexterity saving throw. On a failed save, the target's regains spent legendary actions at the start of its turn.
speed is halved for 1 minute. In addition, the creature can't
take reactions, and it can take either an action or a bonus Eye Ray. The beholder uses one random eye ray.
BEHOLDERS

