- Dnd 5e Beholder Stat Block Maker
- Dnd 5e Beholder Stat Block Dnd
- Dnd 5e Beholder Stat Block 5e
- Dnd 5e Beholder Stat Block
A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions.
Armor Class15 (natural armor)- Traits Legendary Resistance (3/Day): If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance: The tarrasque has advantage on saving throws against spells and other magical effects. Reflective Carapace: Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6.
- Beholder Zombie. Large undead, neutral evil. Create custom stat blocks for monsters and save them for use in your campaigns.
Speed 0 ft., fly 20ft. (hover)
8 (-1)
3 (-4)
5 (-3)
Languagesunderstands Deep Speech and Undercommon but
can't speak
- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
- [b]bold[/b] will bold text, [i]italics[/i] will italicize text, --- will add a horizontal line.
- You can link a spell on the Spell list by using: [spell]gust[/spell], or a Monster by using [monster]goblin[/monster].
- [*]Item 1 will create a list, [table]Column 1[td]Column 2[/table] creates a table
- [title]Section 1[/title] or [big]Hello[/big] will create a bolded title that you can link to with [#section 1]link[/#].
Undead Nature. A zombie doesn't require air, food,
drink, or sleep.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, un less the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
[b]Undead Nature.[/b] A zombie doesn't require air, food,
drink, or sleep.
[b]Undead Fortitude.[/b] If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, un less the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.
Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
1. Paralyzing Ray. The targeted creature must succeed on a DC 14 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.
2. Fear Ray. The targeted creature must succeed on a DC 14 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 .
3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity savin g 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 non magical object or creation of magical force , this ray disintegrates a 10-foot
cube of it.
[b]Bite.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft., one target.
Hit: 14 ([4d6]) piercing damage.
[b]Eye Ray.[/b] The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
1. [i]Paralyzing Ray.[/i] The targeted creature must succeed on a DC 14 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.
2. [i]Fear Ray.[/i] The targeted creature must succeed on a DC 14 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 .
3. [i]Enervation Ray.[/i] The targeted creature must make a DC 14 Constitution saving throw, taking 36 ([8d8]) necrotic damage on a failed save, or half as much damage on a successful one.
4. [i]Disintegration Ray.[/i] If the target is a creature, it must succeed on a DC 14 Dexterity savin g 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 non magical object or creation of magical force , this ray disintegrates a 10-foot
cube of it.
Legendary Actions
Details
Save & Load
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Monster Statistics by Challenge Rating
Dnd 5e Beholder Stat Block Maker
CR | Prof. Bonus | AC | HP | Attack Bonus | Damage / Round | Save DC |
---|---|---|---|---|---|---|
0 | +2 | <13 | 1-6 | <+3 | 0-1 | <13 |
1/8 | +2 | 13 | 7-35 | +3 | 2-3 | 13 |
l/4 | +2 | 13 | 36-49 | +3 | 4-5 | 13 |
1/2 | +2 | 13 | 50-70 | +3 | 6-8 | 13 |
1 | +2 | 13 | 71-85 | +3 | 9-14 | 13 |
2 | +2 | 13 | 86-100 | +3 | 15-20 | 13 |
3 | +2 | 13 | 101-115 | +4 | 21-26 | 13 |
4 | +2 | 14 | 116-130 | +5 | 27-32 | 14 |
5 | +3 | 15 | 131-145 | +6 | 33-38 | 15 |
6 | +3 | 15 | 146-160 | +6 | 39-44 | 15 |
7 | +3 | 15 | 161-175 | +6 | 45-50 | 15 |
8 | +3 | 16 | 176-190 | +7 | 51-56 | 16 |
9 | +4 | 16 | 191-205 | +7 | 57-62 | 16 |
10 | +4 | 17 | 206-220 | +7 | 63-68 | 16 |
11 | +4 | 17 | 221-235 | +8 | 69-74 | 17 |
12 | +4 | 17 | 236-250 | +8 | 75-80 | 17 |
13 | +5 | 18 | 251-265 | +8 | 81-86 | 18 |
14 | +5 | 18 | 266-280 | +8 | 87-92 | 18 |
15 | +5 | 18 | 281-295 | +8 | 93-98 | 18 |
16 | +5 | 18 | 296-310 | +9 | 99-104 | 18 |
17 | +6 | 19 | 311-325 | +10 | 105-110 | 19 |
18 | +6 | 19 | 326-340 | +10 | lll-116 | 19 |
19 | +6 | 19 | 341-355 | +10 | 117-122 | 19 |
20 | +6 | 19 | 356-400 | +10 | 123-140 | 19 |
21 | +7 | 19 | 401-445 | +11 | 141-158 | 20 |
22 | +7 | 19 | 446-490 | +11 | 159-176 | 20 |
23 | +7 | 19 | 491-535 | +11 | 177-194 | 20 |
24 | +7 | 19 | 536-580 | +12 | 195-212 | 21 |
25 | +8 | 19 | 581-625 | +12 | 213-230 | 21 |
26 | +8 | 19 | 626-670 | +12 | 231-248 | 21 |
27 | +8 | 19 | 671-715 | +13 | 249-266 | 22 |
28 | +8 | 19 | 716-760 | +13 | 267-284 | 22 |
29 | +9 | 19 | 761-805 | +13 | 285-302 | 22 |
30 | +9 | 19 | 806-850 | +14 | 303-320 | 23 |
Damage Severity by Level
Level | Setback | Dangerous | Deadly |
---|---|---|---|
1-4 | 1d10 | 2d10 | 4d10 |
5-10 | 2d10 | 4d10 | 10d10 |
11-16 | 4d10 | 10d10 | 18d10 |
17-20 | 10d10 | 18d10 | 24d10 |
Shout outs: Stacey, John Nazario, Cory Brooks, RaspySCREAMS, Gary, Gordon Alexander Fallon, Sunscryer, and Max Puplett.
Their contribution stands as a beacon of hope for all adventurers!
Large undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 0 ft., fly 20 ft. (hover)
- STR 10 (+0)
- DEX 8 (-1)
- CON 16 (+3)
- INT 3 (-4)
- WIS 8 (-1)
- CHA 5 (-3)
Saving Throws Wis +2
Damage Immunities poison
Condition Immunities poisoned, prone
Dnd 5e Beholder Stat Block Dnd
Senses darkvision 60 ft., passive Perception 9
Languages understands Deep Speech and Undercommon but can’t speak
Challenge 5 (1,800 XP)
Dnd 5e Beholder Stat Block 5e
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Bite.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
Dnd 5e Beholder Stat Block
- Paralyzing Ray. The targeted creature must succeed on a DC 14 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.
- Fear Ray. The targeted creature must succeed on a DC 14 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.
- Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
- Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile offine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.