41–55. Any creature the beholder targets must make a DC 17 Strength saving throw or the eyesore moves it up to 30 feet in any direction. Paralyzing Ray. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: 1. Speed 0 ft., fly 20 ft. (hover) A beholder 5e stat block holder is occupied in the underground carbon and it’s frequently carved out with its thrilling eyes and it is molded with the purpose of the environment. 3d6 minotaurs.

The beholder can target a single object or creature within 30 feet of it. 6d6 ogres.

Only a beholder encountered outside its lair (it does have to feed from time to time) and under no obligation to stay put will flee from combat, and it will do so after taking a relatively modest amount of damage: just 54 hp (reducing it to 126 hp or fewer). A beholder is so ultra-territorial, if it’s encountered in its lair, it will always fight to the death; ditto if it’s been summoned as a sentinel. Charm Ray.

Greater Minions* 01–03.

11–20. It is restrained by the aura’s crushing force until the start of the eyesore’s next turn or until the eyesore is incapacitated. 1d12 ettins. 2d4 barlguras. 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. 3d6 hook horrors. Armor Class 15 (natural armor). Hit Points 93 (11d10 + 33). Telekinesis: A beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. 2. 04–10. Creatures can resist the effect with a successful Will save. ** See Monsters Listing for statistics. Creatures can resist the effect with a successful Will save. d100. 3d6 manticores. Beholder Zombie Large undead, neutral evil Armor Class 15 (natural armor) Hit Points 93 (11d10+33) Speed 0 ft., fly 20 ft. (hover) STR: DEX CON INT WIS; CHA 10 (0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3) Saving Throws Wis +2 Damage Immunities poison Condition … 1d2 fire giants, 1d3 frost giants, 2d4 hill giants, or 1d6 stone giants (as appropriate to the terrain) 21–25. Beholder Greater Minions. 33–40. 26–32.



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