
If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage.On a failure, the creature is petrified until freed by the greater restoration spell or other magic. It must repeat the saving throw at the end of its next turn. On a failed save, the creature begins to turn to stone and is restrained. Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw.This ray has no effect on constructs and undead. The target awakens if it takes damage or another creature takes an action to wake it. Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute.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. 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.
It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
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. 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. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. On a failed save, the target’s speed is halved for 1 minute. Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. 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 16 Wisdom saving throw or be frightened for 1 minute. Paralyzing Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. 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. Hit: 14 (4d6) piercing damage.Įye 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: The area works against the beholder’s own eye rays.īite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. Senses: Darkvision 120ft., Passive Perception 22Īntimagic Cone: The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone.
On top of this, they’re able to use their antimagic cone to disable enemy spellcasters making them something of a one man army. Beholders utilise their magical eye rays to devastating effect, essentially being able to use several spells a turn making them devastating opponents.