


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. 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. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. 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. 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: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The area works against the beholder's own eye rays.īite. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active.

The beholder's central eye creates an area of antimagic, as in the Antimagic Field spell, in a 150-foot cone. Senses: darkvision 120 ft., passive Perception 22Ĭhallenge Rating: 13 (10,000 XP) or 14 (11,500 XP) when encountered in lairĪntimagic Cone.
