
Even when it sleeps, its smaller eyes remain open, scanning its lair for threats. It is always looking for concealed attackers. Inhuman IntellectĪ beholder sees in all directions. To call this process reproduction would be inaccurate, because in most cases the old and new beholders fight to the death-a fact for which the rest of the world is thankful. As a result, on rare occasions when a beholder dreams of another beholder, the dream-reality becomes warped and takes on physical form, becoming another actual beholder. Instead, a beholder’s mind remains semiconscious even as it dreams. In addition, beholders don’t truly sleep when they rest. While a human tyrant might be rightfully paranoid about unperceived threats, a beholder is paranoid even though it perceives everything, because that attitude is the natural companion to eternal vigilance.īeholders are among the few creatures that can shape reality in their vicinity. This way of thinking could be interpreted as a form of paranoia-and if so, it would be the most extreme form imaginable. The mind of a beholder is powerful and versatile enough that it can envision literally any possibility, and it prepares accordingly, making it virtually impossible for any invaders to catch it unawares.

A human chess player becomes a master by honing the ability to look several moves ahead during a game-which is still no match for what a beholder can accomplish with its superior intelligence and awareness. For instance, where a prideful, confident human might be cowed by a serious threat, the arrogance of a beholder knows no such bounds: it believes that it is superior to every other creature, even including other beholders. Some of the behaviors and motivations that beholders exhibit are analogous to those of humans and other intelligent creatures. Inside the comfortable confines of its subterranean lair, a beholder is nearly unassailable thanks to the combination of its peerless intellect and the brutal effects of its eye rays. These bizarre creatures are possessed of alien intelligence, inhuman forms of perception, and the ability to shape reality through force of will-or even by their mere presence. To those who would seek to conquer beholders or merely understand them, nearly everything about their quarry is unfathomable. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Monstrous Compendium Vol 3: Minecraft Creatures 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. 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 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 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. 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.

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. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. 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 ft. 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. 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. 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.
