BEHOLDER OVERSEER – 5e stats

Huge aberration (beholders), lawful evil

Armor Class 18 (natural armor)
Hit Points 161 (14d12 + 70)
Speed 5 ft.

Proficiency Bonus +5
Proficiency Bonus +6 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
18 (+4)14 (+2)20 (+5)20 (+5)15 (+2)17 (+3)

Saving Throws Int +10, Wis +7, Cha +8
Skills Perception +15, Persuasion +15, Stealth +15
Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Prone
Senses Darkvision 120 ft., passive Perception 17
Languages Deep Speech, Undercommon
Challenge 15 (13,000 XP)

Antimagic Cone. The overseer’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 overseer decides which way the cone faces and whether the cone is active. The area works against the overseer’s own eye rays.

Hive Mind. The overseer has a telepathic bond with any beholder or beholder-kin within 1 mile of it that shares its alignment. The overseer can communicate with them and sense their emotions and intentions. The overseer can also use its eye rays through any of these creatures as if it were in their location, as long as they can see the target. The overseer can persuade these creatures to cooperate with it and each other, unless they have a strong reason not to.

ACTIONS

  • Multiattack. The overseer makes three bite attack and eight vine attacks.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
  • Vine. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. If the target is a creature, the overseer can choose to grapple it (escape DC 17) instead of dealing damage. The overseer has eight vines, each of which can grapple one creature.
  • Eye Rays. The overseer shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
    • Charm Ray: The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed by the overseer for 1 hour, or until the overseer harms the creature.
    • Paralyzing Ray: The targeted creature must succeed on a DC 18 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 15 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 15 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 18 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 17 Strength saving throw or the overseer moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the overseer’s next turn or until the overseer 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 feet in any direction. The overseer 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 15 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 15 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 15 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 15 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
    • Cone of Cold Ray: The overseer shoots a 60-foot cone of cold. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.
    • Chain Lightning Ray: The overseer shoots a bolt of lightning that arcs toward up to three targets of the overseer’s choice that it can see within 120 feet of it. The first target must be within 60 feet of the overseer. The targets must be within 30 feet of each other. Each target must make a DC 15 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.
    • Temporal Stasis Ray: The targeted creature must succeed on a DC 15 Wisdom saving throw or be trapped in a state of suspended animation for 1d4 + 1 rounds. During this time, the creature is incapacitated, has a speed of 0, and is unaware of its surroundings. When the effect ends, the creature returns to normal as if no time had passed. This ray has no effect on constructs and undead.

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 overseer is a terrifying creature that resembles a fleshy tree with thirteen eye stalks and three mouths. It is one of the most powerful and intelligent of the beholderkin, a group of aberrations related to the infamous beholders. An overseer can use its eye stalks to unleash a variety of magical effects, such as cone of cold, chain lightning, domination, and temporal stasis. It can also control the minds of other beholders and beholderkin, forming a hive mind with them. An overseer can change the color of its fungus-covered skin to blend in with its surroundings, and it can wield weapons and artifacts with its vine-like limbs. An overseer is a master of manipulation and intrigue, and it considers itself superior to all other beings.

COMBAT

An overseer is a formidable opponent in combat, as it can see in all directions and create an antimagic cone with its central eye. It can also shoot three eye rays at random each round, choosing one to three targets within 120 feet of it. The eye rays have various effects, such as charm, paralysis, fear, slowing, enervation, telekinesis, sleep, petrification, disintegration, death, cone of cold, chain lightning, and temporal stasis. The overseer can also use its eye rays through any of the creatures it has a telepathic bond with, as long as they can see the target. The overseer can grapple or slash with its vines, or bite with its mouths. The overseer is resistant to nonmagical physical damage, and it is immune to the prone condition. The overseer’s eye stalks have a lower armor class than its body, and they can be severed if they suffer enough damage.

HABITAT / SOCIETY

An overseer prefers to live in cold and dark environments, such as the Underdark or the Shadowfell. It often establishes a lair in a secluded and fortified location, where it can plot and scheme without interference. An overseer can communicate with any beholder or beholderkin within 1 mile of it that shares its alignment, and it can persuade them to cooperate with it and each other, unless they have a strong reason not to. An overseer usually has one or two beholder guards and at least a half dozen directors protecting its welfare. An overseer may also ally with other powerful creatures, such as dragons, liches, or mind flayers, if it sees a mutual benefit. An overseer is always paranoid and suspicious of others, and it will not hesitate to eliminate any potential threat or rival. An overseer is also greedy and curious, and it will seek to acquire any valuable or rare item or information.

ECOLOGY

An overseer is an omnivore, and it can eat almost anything with its three mouths. It can also absorb nutrients from the soil with its root-like base. An overseer does not need to sleep, but it can enter a state of suspended animation for long periods of time. An overseer reproduces by budding, creating a smaller version of itself that grows into a new overseer over time. An overseer can also create new beholderkin by manipulating the dreams of other beholders or beholderkin, or by using its major creation eye ray. An overseer has a negative impact on the ecology of its surroundings, as it often destroys or enslaves any other creatures it encounters. An overseer is also a source of magical energy, and its body parts can be used to create powerful items or spells.