BEHOLDER – 5e stats – The eye of the Beholder

Large aberration (beholder), lawful evil

Armor Class 18 (natural armor)
Armor Class (suggested) 20 (front), 16 (central eye), 18 (flanks), 22 (eyestalk), 13 (belly)
Hit Points 180 (19d10 + 76)
Speed 0 ft., fly 20ft. (hover)
Speed (suggested) 0 ft., fly 10ft. (hover)

Proficiency Bonus +5
Proficiency Bonus +8 (5th Edition Advanced Mode)

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

Saving Throws lnt +8, Wis +7, Cha +8
Skills Perception +12
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)

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

Severe Eyestalks (suggested). To disable an eyestalk, you can aim for it and try to hit it with an attack. An eyestalk has an AC of 22 and 35 hit points, which are separate from the beholder’s total hit points. Severed eyestalks regenerate at a rate of one lost member per week.

Blind Central Eye (suggested). To blind the central eye, you can aim for it and try to hit it with an attack. The central eye has an AC of 16 and 60 hit points, which are separate from the beholder’s total hit points. A blinded central eye can be regenarated by magical means only.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
  • Eye Rays. The beholder 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:
    • 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
    • 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 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.
    • 3. Fear Ray. The targeted creature must succeed on a DC 16 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.
    • 4. Slowing Ray. The targeted creature must succeed on a DC 16 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.
    • 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
    • 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder 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 beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
    • 7. Sleep Ray. The targeted creature must succeed on a DC 16 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.
    • 8. Petrification Ray. The targeted creature must make a DC 16 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.
    • 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 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 non magical 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.
    • 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

LEGENDARY ACTIONS

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn.

  • Eye Ray. The beholder uses one random eye ray.

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

The beholder is a terrifying creature that resembles a floating orb with a large central eye and a mouth full of sharp teeth. It also has 10 smaller eyes on stalks that can shoot out various magical rays. The beholder is an original creation for Dungeons & Dragons, and has appeared in every edition of the game since 1975. It is also known as the sphere of many eyes or the eye tyrant, and is one of the most iconic and feared monsters in the game.

The beholder can levitate at will, allowing it to hover and fly as it pleases. It is extremely intelligent and paranoid, and often views other creatures as potential threats or enemies. It has a strong sense of superiority and self-preservation, and will use its powerful magic to dominate, destroy, or manipulate anyone who opposes it. The beholder is also very greedy and avaricious, and will hoard any treasure or valuable items it finds.

The beholder has a complex and diverse society, with different subraces and factions that have their own beliefs, goals, and cultures. Some beholders live in isolation, while others form colonies or enclaves in the Underdark or in outer space. Some beholders worship themselves as gods, while others follow a mysterious entity called the Great Mother. Some beholders seek to expand their influence and power, while others are content to observe and study the world. The beholder is a fascinating and formidable creature that can challenge any adventurer who dares to face it.

COMBAT

The beholder is a powerful and intelligent creature that can use its eye rays, antimagic cone, and lair actions to overcome its enemies in combat. The beholder can fire three different eye rays at random at the start of each of its turns, choosing one to three targets it can see within 120 feet of it. The eye rays can have various effects, such as charm, paralyze, frighten, slow, enervate, telekinetically move, or disintegrate the targets. The beholder can also create a cone of antimagic that nullifies any magic within it, including its own eye rays. The beholder can control which way the cone faces and whether it is active at the start of each of its turns. The beholder can use this cone to protect itself from enemy spellcasters or magic items, or to create openings for its eye rays by deactivating it temporarily. When the beholder is in its lair, it can use lair actions to manipulate the environment around it. The beholder can take one lair action to cause one of the following effects: slippery slime on the floor, grasping appendages flailing from the walls, or random beholder eyes appearing on nearby surfaces. The beholder can use these lair actions to hinder or harm its enemies, or to help itself or its allies.

HABITAT / SOCIETY

The beholders are a xenophobic and hostile race that despises all other creatures, especially those that look different from themselves. They are constantly at war with other races, as well as with their own kind. They are driven by a sense of superiority and greed, and will stop at nothing to achieve their goals.

The beholder race is very diverse and adaptable, with many variations and subraces that have evolved over time. The basic body shape of a beholder is a spherical orb with a large eye and a mouth in the center, and 10 smaller eyes on stalks around the orb. However, there are many differences in size, color, texture, and shape among different beholders. Some have armored plates, some have smooth skin, some have snake-like tentacles, and some have crab-like joints.

These differences are not merely cosmetic, but also reflect the different abilities and personalities of each beholder. Some are more intelligent, some are more cunning, some are more aggressive, and some are more curious. Each beholder has its own unique vision of what a perfect beholder should be like, and considers itself to be the epitome of that ideal. Any other beholder that does not match its standards is seen as an abomination and an enemy.

Beholders rarely tolerate the presence of other beholders, unless they share the same ideal or have a common purpose. They often fight among themselves for territory, resources, or prestige. They sometimes form colonies or enclaves in isolated or hidden places, such as the Underdark or outer space. They may also worship themselves as gods, or follow a mysterious entity called the Great Mother, who is said to be the source of all beholders.

Beholders are very intelligent and paranoid, and often devise elaborate schemes and plans to further their interests. They are also very greedy and avaricious, and will hoard any treasure or valuable items they find. They may also seek to dominate or manipulate other creatures using their powerful magic or their charisma.

Beholders are formidable foes that can pose a great threat to any adventurer who encounters them. They are unpredictable and dangerous, and will use their various eye rays to attack or defend themselves. They may also try to bargain or trick their opponents, but they will never be loyal or trustworthy. Beholders are the stuff of nightmares, and should be avoided or confronted with extreme caution.

ECOLOGY

Beholders are aberrant creatures that do not belong to the natural order of the world. They can adapt to various habitats according to their needs and preferences, but they often prefer isolated or hidden places, such as the Underdark or outer space. Some beholders even create their own pocket dimensions, where they can shape reality to their whims.

Beholders are highly intelligent and capable of using powerful magic. They can manipulate their surroundings with their central eye, which can project an anti-magic cone that nullifies any magic within its range. They can also use their eyestalks to fire various rays that can inflict different effects, such as charm, fear, disintegrate, or petrify.

Beholders are solitary and territorial creatures that rarely tolerate the presence of other beholders. They are extremely paranoid and xenophobic, and view all other creatures as inferior or hostile. They are also very egocentric and narcissistic, and consider themselves to be the epitome of perfection. Each beholder has its own unique vision of what a perfect beholder should look like, and any deviation from that ideal is seen as a flaw or a threat.

Beholders have a complex and diverse society, with different subraces and factions that have their own beliefs, goals, and cultures. Some beholders live in isolation, while others form colonies or enclaves in the Underdark or in outer space. Some beholders worship themselves as gods, while others follow a mysterious entity called the Great Mother, who is said to be the source of all beholders. Some beholders seek to expand their influence and power, while others are content to observe and study the world. Beholders have a strong sense of hierarchy and authority, and often have elaborate titles and ranks. They also have a strict code of etiquette and protocol, which they expect others to follow or face their wrath.

Beholder is employed as material component to empower the following spells: