Dnd 5e Beholder Stat Block

  1. Dnd 5e Beholder Stat Block Builder
  2. Dnd 5e Beholder Stat Block
  3. Dnd 5e Beholder Stat Block 5e

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

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 target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Senses darkvision 60 ft., passive Perception 9

  1. Use to italicize and. to bold. For Spellcasting lists, use to reverse-indent.
  2. I needed a beholder as my homebrew world was originally going to be used for a 5e game, but we switched to PF2 last minute! It's a long stat block, but needed to get the effects of all 10 eye rays! Based on the 5e Beholder, and made using this website.

Dnd 5e Beholder Stat Block Builder

Languages understands Deep Speech and Undercommon but can’t speak

Challenge 5 (1,800 XP)

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.

Dnd 5e Beholder Stat Block

Actions

Bite.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Dnd 5e Beholder Stat Block

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 5e

  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.