Beholder Examiner – 5e stats

Large aberration (beholder), lawful evil

Armor Class 13 (natural armor)
Hit Points 68 (8d8 + 48)
Speed 0 ft., fly 20 ft. (hover)

Proficiency Bonus +3
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
10 (+0)14 (+2)18 (+4)17 (+3)15 (+2)17 (+3)

Saving Throws Int +6, Wis +5, Cha +6
Skills Arcana +5, Insight +5, Perception +5
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 14
Languages Deep Speech, Undercommon
Challenge 7 (2,900 XP)

Magic Resistance. The beholder examiner has advantage on saving throws against spells and other magical effects from two schools of magic of its choice. The beholder examiner chooses the schools when it is created and can’t change them later. The possible schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

ACTIONS

  • Multiattack. The beholder makes five attacks: one with its bite and four with its limbs.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. The target must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage at the start of each of its turns due to blood loss. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The beholder can only have one creature affected by this ability at a time.
  • Limbs. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  • Eye Rays. The beholder has four antennae, each with an eye at the end. The beholder can use one of the following magical abilities with each eye at will:
    • Enlarge/Reduce. The beholder can target one creature or object within 60 ft. of it that is neither worn nor carried. If the target is unwilling, it can make a DC 16 Constitution saving throw. On a failed save, the beholder can cause the target to grow larger or smaller for 1 minute. An enlarged target has advantage on Strength checks and Strength saving throws, and its weapons deal an extra 1d4 damage. A reduced target has disadvantage on Strength checks and Strength saving throws, and its weapons deal 1d4 less damage. The target’s size changes by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.
    • Identify or Legend Lore. The beholder can cast either the identify or the legend lore spell as an action, without using any components. The beholder can use this ability to learn the properties and history of any object or creature it can see within 120 ft. of it.
    • Transmute Form. The beholder can target one nonmagical, nonliving object within 60 ft. of it that is no larger than a 10-foot cube. The beholder can reshape the object into any other form of the same material and volume, as long as the new form is of equal or lesser value. For example, the beholder can turn a stone statue into a stone wall, a wooden door into a wooden table, or a metal sword into a metal chain. The beholder can’t create complex mechanical devices with this ability, such as clocks, locks, or traps.
    • Spell Reflection. The beholder can use its reaction to make a DC 16 Intelligence saving throw when it is targeted by a spell of 8th level or lower. On a success, the beholder can choose a new target for the spell within 30 ft. of it, or make the spell return to the caster. On a failure, the beholder is affected by the spell as normal.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A beholder examiner is a rare and bizarre variant of the beholder, a spherical creature with multiple eyes on stalks. An examiner has four antennae, each with an eye at the end, that grant it different magical abilities. An examiner also has four multi-jointed limbs at its bottom, which it uses to manipulate objects and attack foes. An examiner’s bite is similar to that of a lamprey, draining blood from its victims. An examiner’s body is covered with patches of different colors and textures, giving it a patchwork appearance.

COMBAT

An examiner is a cunning and ruthless foe, using its superior intellect and awareness to anticipate and counter any threat. It can use one of its eye rays with each of its antennae at will, choosing from a variety of effects such as enlarging or reducing, identifying or learning lore, transmuting form, or reflecting spells. An examiner can also make four attacks with its limbs, or one with its bite and three with its limbs. An examiner prefers to fight from a distance, using its eye rays to disable, weaken, or manipulate its enemies, while avoiding direct confrontation. However, if cornered or challenged, an examiner will fight fiercely, using its bite to inflict necrotic damage and its limbs to bludgeon its foes.

HABITAT / SOCIETY

An examiner is a solitary and secretive creature, dwelling in hidden lairs deep underground or in remote locations. An examiner is obsessed with knowledge and experimentation, collecting and studying various objects, creatures, and phenomena. An examiner often modifies its lair and its surroundings with its transmute form ability, creating a maze of traps, puzzles, and oddities. An examiner rarely interacts with other creatures, unless it wants to learn from them, use them, or test them. An examiner considers itself superior to all other beings, except for other examiners, which it views as rivals and threats. An examiner will often seek to destroy or dominate another examiner, unless it finds a common interest or a mutual benefit.

ECOLOGY

An examiner is a self-sufficient and adaptable creature, requiring little food or water to survive. An examiner can feed on almost any organic matter, but it prefers fresh blood, which it drains with its bite. An examiner can also absorb magic from its surroundings, using its identify or legend lore ability to learn about any source of magic it encounters. An examiner has a low impact on its environment, as it rarely ventures out of its lair, and it can restore any damage it causes with its transmute form ability. An examiner reproduces by dreaming of another examiner, which sometimes results in the creation of a new examiner. However, this process is rare and unpredictable, and often leads to conflict between the old and new examiners.