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
                                                                                                         1
            Armor Class  8   (natural armor)
                     1
                                                                                      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
                                                                    1
              STR     DEX    CON     I N T   WIS   CHA        on a DC  6   Strength saving throw or the beholder moves
                                                                                            i
             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
                       I
            Saving Throws  n t +8, Wis +7, Cha +8             until the beholder is incapacitated.
                         1
            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
                         1
            Languages Deep Speech,  n dercommon               with this ray, such as manipulating a simple tool or opening a
                               U
            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
                                                                              o
            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
                                                                                       m
            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.
                                       m
              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
                  u
            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
                                                                                          m
            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.
                                                      1
                                      m
             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
                            o
                                        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
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