# Beholder >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d8 (×2) > >Melee/Ranged: +7/+9 > >Secondary: +2/+4 > >Multiattack: +5/+7 > >M/R_PA: +7/+9 > >2nd/PA: +2/+4 > >MA_PA: +5/+7 > >Itterative: 2 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 15; Dex: 17; Con: 19; Int: 18; Wis: 17; Cha: 17 > > xFeat:: 5/6 (1) > > > > > > xLang:: 0/3 (3) <div class="grid-container"><div class="MON">Beholder</div> <div class="CR">CR 13 (25,600 XP)</div> <div class="SOU">Monster Manual</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Large Aberration **Init** +6 **Senses** darkvision 60 ft., all-around vision; **Perception** +20 #### defense **AC** 26, 11 touch, 24 flat-footed (+2 Dex, +15 natural, -1 size) **hp** 88 (11d8+44) **Fort** +9, **Refl** +5, **Will** +11 **Feint** 20, **Demoralize** 23 #### offense **Speed** 5 ft., fly 20 ft. (good) **Melee** bite +7 (1d8) plus eye rays +6 **Space** 10 ft., **Reach** 5 ft. **Special Attacks** antimagic cone, eye rays #### statistics **Str** 10, **Dex** 14, **Con** 18, **Int** 17, **Wis** 15, **Cha** 15 **BAB** +8, **CMB** +9, **CMD** 21, **TA** +7, **RTA** +9 **Feats** [[Alertness]], [[Flyby Attack]], [[Great Fortitude]], [[Improved Initiative]], [[Iron Will]] **Skills** Bluff +13, Fly +18, Intimidate +16, Perception +20, Spellcraft +17, Stealth +14, Survival +16 **Languages** #### special abilities ### Antimagic Cone (Su) A beholder's central eye continually produces a 150-foot cone of antimagic. It can set the area of effect once per round as a free action, or it can choose to deactivate this ability by closing its central eye. This ability otherwise functions as antimatic field. ~~ Limited Range (Ex): A beholder's bite attack only threatens creatures both within its reach and within the area of effect of its antimagic cone. ### Eye Rays (Su) Each of the ten small eyes can produce a magical ray once a round, even when the beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring, to bear in an arc. Each eye's effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray (see Aiming a Spell). All rays have a range of 150 feet and a save DC of 18. Charm Person: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside. Charm Monster: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm person ray Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Beholders like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers but they also know that doing so takes time and can delay an effective counterattack. Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration). Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat. Fear: This works like the spell except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition. Slow: This works like the spell, except that it affects one creature. The target must make a will save to resist. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death rays. If one of the former rays fails to eliminate the foe, this ray might at least hamper it. Inflict Moderate Wounds: This works just like the spell, causing 2d8+10 points of damage (Will half). Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly. Telekinesis: The beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.