Traps. Lots and lots of traps.
Especially ones that are area-effect and triggered by a lack of magic.
Consider an acid filled pit covered by a wall of force that's had an improved phantasmal force cast on it. Set it in the appropriate stand-and-fight choke point.
Also, an area of reverse gravity lets the beholder fly upside-down near the ceiling.
And don't forget the old lurk-behind-and-above-the-entrance trick. Do it invisibly and you're pretty much guaranteed a surprise attack round.
Invert the lair - have the PCs enter high and have to cross a bridge to get to the path down. Suitably illusioned to look like cave tunnel, the little PCs should be beholder food in a hurry.
And, as I've said before never underestimate the hitting power of a large rock. 325 pounds from 200 feet up is going to HURT.
Remember too, that the Beholder will be able to ignore a lot of environments that are hazardous or lethal to the PCs. It can happily sleep in mid-air over an volcano's crater out of bow-shot. And it can even do it in an anti-magic field, since it's flight is extraordinary.
And tossed pebbles aside, beholders are cunning, malicious, evil monsters. Expect a lot of resource-draining encounters between the entrance to the lair and the beholder itself. Heck a few judicously placed anti-magic fields, dispel magic traps, and Morden's Disjunction traps should whittle even the toughest party down in a hurry.
And that's just a single beholder - can I use more?