If it can't use Legendary Actions or lair actions out of combat by RAW, then it's three eye rays a round with a 10% chance of rolling disintegrate over the course of 600 rounds in an hour. Wouldn't that be closer to 60 disintegrates an hour? That would be 60 10 foot cubes disintegrated an hour. The beholder could do 600 cubic feet of tunneling per hour using random eye ray rolls.
You're off by a factor of 300, due to two mistakes:
- The beholder makes three rolls for its eye rays each round, and re-rolls duplicates. Therefore, it has a 30% chance per round to roll disintegrate.
- A 10-foot cube is 1,000 cubic feet.
So, the beholder can
disintegrate 180,000 cubic feet per hour; or, if you prefer, it can create a tunnel 180 feet long and 10 feet by 10 feet. Without randomness, it could do 600,000 cubic feet/a 600-foot tunnel per hour. That's a big difference if the beholder is working under time pressure, but it's mostly irrelevant to a beholder excavating its lair in safety.
Getting back to the OP's question, which assumes combat with a group of giff and thus allows full legendary actions by RAW: For any given eye ray, there is just under a 49% chance that a beholder will get to use it over the course of a round. You described a scenario where the beholders are in groups of 1-5. Thus, the chances of getting a given eye ray each round range from 49% (for a single beholder) to 97% (for a group of 5). So, the beholders in larger groups will almost always get to
disintegrate at least once within the first round, which they can use to collapse a ceiling on the giff. They can also reliably use
telekinesis, allowing them to create obstacles and throw rocks.
In addition, they can use anti-magic to split the giff party. Remember that hitting the source of the
darkness effect with anti-magic shuts it down completely. So let's say the Dark Giff is in the center of the group, with 3 giff on the right and 3 on the left. A beholder targets the left side of the group with anti-magic, negating
darkness. Then the beholders all unload their direct-fire eye rays on the giff on the right side (who are no longer hidden and also not in the anti-magic cone), meanwhile using
telekinesis and
disintegrate as indirect weapons against the giff on the left and the Dark Giff. With clever maneuvering, the beholders may even be able to isolate the Dark Giff, which will then find itself standing alone against multiple beholders.
Darkness is a potent spell against beholders, but far from a cure-all even if the beholders are played by RAW.
Edit: Reviewing the tactics you had in there originally--the Dark Giff is apparently going in alone to try and grapple a beholder and haul it out. This is suicidal. The grappled beholder merely has to turn its anti-magic eye on the Dark Giff, shutting down
darkness, and then ready its action to go nuclear on all the other giff who are not in the anti-magic cone. More importantly, it can also go nuclear on the merc wizard! The weak point of any Concentration-based buff is the caster maintaining it.