No, Beholders are WoTC copyright. Your picture was of actual Beholders - WotC copyright - with the name changed. Your text examples above though seem to just use the basic 'magic eyeball monster' idea; ideas in themselves are not copyright-protected.
Where exactly 'idea' shades into 'expression' is a grey area - as we lawyers say, it is 'a question for the courts to decide'.
WOTC Beholders are WHIMPS anyways! Give me a Prysmal Eye from the Castles and Crusades monster book to terrify a party with any day!
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 15 (d10)
MOVE: 40 ft. (fly)
AC: 29
ATTACKS: Bite (2d6),
Eyes 9 (Eyes)
SPECIAL: Eyes, Spells, Cannot
be Surprised, Immunity to
Magic, Telepathy, Silent
SAVES: M, P
INT: Supra-Genius
ALIGNMENT: Chaotic Evil
TYPE: Aberration
TREASURE: 11
XP: 11,700+15
Prysmal eyes are hateful, loathsome creatures that haunt subterranean depths
in search of food, territory, and power. Prysmal eyes are roughly a flattened
spherical shape, with tough silicate skin studded by recesses and grooves.
Their bodies are tough, and capable of deflecting both spells and steel. Their
skin also refracts light, occasionally causing prysmal eyes to appear distorted
and colorful. The underbelly of the beast has an orifice surrounded by rough
tentacles that functions to grind and devour victims. Highly intelligent, and
extremely cunning, prysmal eyes lurk in the dark recesses of well-traveled
passages, surprising passing creatures with unexpected demands of exorbitant
tribute and loot. Those who cannot (or will not) pay become the beast’s next
meal. They are solitary creatures that are extremely territorial.
Combat: Entering melee combat is anathema to prysmal eyes. Instead,
they will rely on their formidable magical strength to dominate and destroy
enemies. Few opponents can hold firm under the assault of a prysmal eye.
Eyes: Every prysmal eye has nine eyes situated equidistantly around its
exterior. Each of these eyes can generate a powerful surge of magical energy
every round. However, targeting a foe with one or more eyes will mean that
other eyes are on the opposite side of the creature. To resolve this, the Castle
Keeper should determine the location of each eye on the creature. A given
eye can only target foes within an unbroken line of sight. The visible arc for
each eye is 90° from center; up, down, and to either side. Unless otherwise
noted, all of the eye powers have a range of 60 feet, and strike the chosen
target. The powers of the eyes are as follows:
Eye 1- Polymorph: This effect is the same as the spell polymorph other,
except that the new form is always that of a creature or person that
is most feared by the victim. The effect can duplicate a specific
individual’s appearance and voice. Equipment, class abilities, and
non-physical qualities are not altered. If the victim is transformed
into a form where class abilities are useful then the victim’s class
abilities are retained. Otherwise, all effects are identical to the
spell polymorph other. If the victim possesses immunity to fear, this
ability will transform the victim into a randomly determined form. A
successful wisdom save negates this effect.
Eye 2- Teleport: This effect magically transports a victim to a different
location. The victim reappears 1d10 x 100 feet away, in a random
direction. Roll 1d6: 1-north, 2-south, 3-east, 4-west, 5-up, 6-down.
If an indicated direction and distance would result in teleportation
into a solid object, a constitution save is allowed to avoid immediate
death. If the save is successful, the creature is still transported, but
is stranded on the astral plane. In all other respects, this effect is
identical to the spell teleport. If a victim is teleported upwards, falling
damage may apply. A successful dexterity check negates this.
Eye 3- Enervate: This effect is identical to the spell energy drain,
leeching 2d4 levels or hit dice from the victim; if the victim is reduced
to 0 levels or hit dice, it is forever slain. A successful constitution save
negates this effect.
Eye 4- Immobilize: This effect is identical in effect to the various hold
spells, applying to any creature targeted. A creature affected is unable
to perform any physical activity for 2d4 rounds. Actions of a purely
mental nature, however, may still be performed. A successful strength
save negates this effect.
Eye 5- Disjoin: This effect is identical to the spell disjunction. This
power can be used once per day.
Eye 6- Harm: This effect is identical to the spell harm. There is no save
for this effect. This power can be used twice per day.
Eye 7- Prismatic Spray: This effect is identical to the spell prismatic
spray. This power can be used three times per day.
Eye 8- Animate Dead: All corpses within 500 feet of the prysmal eye
animate, and become either zombies or skeletons. These undead are
under the control of the prysmal eye. There is no limit to the number
of undead a prysmal eye can control at any given time.
Eye 9- Foresight: A victim of this effect must make a successful wisdom
save or have its next action known to the prysmal eye. If the save
fails, the prysmal eye gains a +4 bonus to all attack rolls against the
opponent, and a +4 bonus to armor class and saving throws against
attacks and effects generated by the victim. The prysmal eye also
gains initiative over the affected creature on the following round.
Cannot be Surprised: Prysmal eyes cannot be back attacked, sneak attacked,
or surprised. Their multiple sensory organs prevent this.
Immunity to Magic: Prysmal eyes are immune to all spells and effects except
those that are sound-based. Spells that generate light that are cast upon these
creatures actually heal them by 1 hit point per level or hit dice of the caster.
Telepathy: Prysmal eyes are able to telepathically communicate with any
intelligent creature within 120 feet. They are able to read surface thoughts,
and can concentrate on a specific creature for three rounds to reveal its
alignment, class, level or hit dice, and whether or not it is being truthful.
Silent: Prysmal eyes are silent when traveling or when using their abilities.
Spells and effects that generate silence do not prevent prysmal eyes from using
their abilities or casting spells.
Special: All prysmal eyes have the tracking ability of the ranger class. They
also possess the abilities, including spellcasting, of the illusionist class.
-Monsters and Treasure, second printing, from Troll Lord Games.