Beholder Hive Mother by ???
Beholder Hive Mother
Huge aberration, lawful evil
Armor Class 20 (natural armor)
Hit Points 287 (25d12 + 125; bloodied 143)
Speed 0 ft., fly 20 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 12 (+1) | 21 (+5) | 20 (+5) | 17 (+3) | 18 (+4) |
Savings Throws Str +11, Con +11, Int +11, Wis +9, Cha +10
Skills Arcana +11, History +11, Intimidation +10, Perception +15
Damage Resistances force, psychic
Condition Immunities prone
Senses darkvision 240 ft., passive Perception 25
Languages Deep Speech, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Aberrant Resistance. If the beholder fails a saving throw, it can use a reaction and re-roll the saving throw.
Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 300-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.
Hive Mother. The hive mother can cast, as a bonus action,
dominate monster at-will against beholders and beholder-kin it can see within 180 feet of it. The hive mother does not need to concentrate to maintain control of dominated beholder kin and it can exert precise control as a bonus action. The hive mother can control a number of creatures whose total average hit points do not exceed 1000 and it has a telepathic link to the dominated creatures to a range of 10 miles. An unwilling beholder can resist a hive mothers control be succeeding on a DC 18 Wisdom saving throw and other hive mothers are immune to this effect.
Limited Magic Immunity. Unless the beholder wishes to be affected, it is immune to cantrips, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll.
ACTIONS
Multiattack. The hive mother makes up to four attacks: one Bite attack and three Eye Ray attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) piercing damage and the creature must make a DC 18 Strength saving throw or be grappled. A creature grappled in this way is also restrained.
Eye Rays. The beholder shoots a magical eye ray, choosing one target it can see within 180 ft. of it. Once it has selected an eye ray, it cannot use that ray again until the start of its next turn.
1. Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the beholder for 2 hours, or until the beholder harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or be paralyzed for 2 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
3. Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened for 2 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target’s speed is halved for 2 minutes. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
If the target is an object weighing 800 pounds or less that isn’t being worn or carried, it is moved up to 40 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious for 2 minutes. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the
greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 54 (12d8) 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 nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 66 (12d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Spawn Beholder-kin (1/week). A piece of the hive mother drops off it and it suffers 75 hit points of damage. At the start of the hive mother's next turn the lump of flesh transforms into one of the following beholder-kin: 3d8 gazers, 1d8 spectators, 1d6 gauths, or 1 beholder. The beholder-kin act on its own initiative and is friendly to the hive mother for 1 minute and acts as her ally during this time.
REACTIONS
Distant Dreams. When the beholder is first bloodied, it can teleport to an unoccupied space it can see within 120 feet of it.
LEGENDARY ACTIONS
The beholder can take 3 legendary actions, using the eye ray option below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Additionally, the beholder can use any unspent legendary actions at the end of the round and regains spent legendary actions at the start of its turn.
Bite: The hive mother makes a bite attack.
Eye Ray. The hive mother uses an eye ray from the list of its available rays.
Move. The hive mother can move up to half its speed.
Regenerate. The hive mother regenerates 15 hit points
Swallow Whole (Costs 2 Actions). The hive mother makes a bite attack one a Large or smaller creature it has grappled. On a hit the creature is also swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hive mother, and it takes 28 (8d6) acid damage at the start of each of its turns. If a creature is reduced to 0 hit points while swallowed, it dies and the hive mother regains 40 hit points.
If the hive mother dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.