Dnd 5e Beholder Stat Block

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Dnd 5e beholder stat block 5e

Large undead, neutral evil

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.
Hit Points93 (11d10+33)93 ([11d10+33])Dnd 5e Beholder Stat Block
Speed 0 ft., fly 20ft. (hover)
DEX
8 (-1)
INT
3 (-4)
CHA
5 (-3)
Skills
Damage Resistances-
Condition Immunitiespoisoned, pronepoisoned, prone
Sensesdarkvision 60ft., passive Perception 9darkvision 60ft., passive Perception 9
Languagesunderstands Deep Speech and Undercommon but
can't speak

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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

SourceMonster Manual, p.316
Environments
Dnd 5e beholder stat block 5eBeholder
Tactics
Roles | | | | | | | | | |

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Monster Statistics by Challenge Rating

Dnd 5e Beholder Stat Block Maker

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10
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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

  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 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.

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