Beholder Eye Tyrant
Large aberrant magical beast
Level 19 Solo Artillery XP 12000

HP 720; Bloodied 360Initiative +16
AC 33, Fortitude 29, Reflex 31, Will 33Perception+17
Speed , fly 4 (hover)
All-around vision, Darkvision
Saving Throws +5; Action Points 2

Traits

All-Around Vision

Enemies can’t gain combat advantage by flanking the beholder.

Standard Actions

Bite At-Will

Attack: Melee 1 (one creature); +24 vs. AC

Hit: 4d8 + 7 damage.

Eye Rays At-Will

Effect: The beholder uses two of the following eye rays, using each against a different target. This attack does not provoke opportunity attacks.

    1. Searing Ray (radiant): Ranged 10; +24 vs. Reflex; 3d10 + 11 radiant damage.

    2. Withering Ray (necrotic): Ranged 10; +24 vs. Fortitude; 2d8 + 9 damage, and ongoing 10 necrotic damage (save ends).

    3. Sleep Ray (charm): Ranged 10; +24 vs. Will; the target falls unconscious (save ends).

    4. Telekinesis Ray: Ranged 10; +24 vs. Fortitude; the beholder slides the target up to 4 squares.

    5. Hold Ray: Ranged 10; +24 vs. Reflex; the target is restrained (save ends).

    6. Confusion Ray (charm): Ranged 10; +24 vs. Will; the target uses a free action to charge the nearest ally it is able to charge.

    7. Terror Ray (fear, psychic): Ranged 10; +24 vs. Will; 2d12 + 8 psychic damage, and the target moves its speed as a free action. If it does not end this movement at least 4 squares farther from the beholder than it began, the target takes 2d12 + 8 psychic damage.

    8. Petrifying Ray: Ranged 10; +24 vs. Fortitude; the target is slowed (save ends).

        First Failed Saving Throw: The target is immobilized instead of slowed (save ends).

        Second Failed Saving Throw: The target is petrified.

    9. Death Ray (necrotic): Ranged 10; +24 vs. Fortitude; 4d10 + 6 necrotic damage. If the target is bloodied before or after the attack, it is also dazed (save ends).

        First Failed Saving Throw: The target is dazed and weakened (save ends both).

        Second Failed Saving Throw: The target dies.

    10. Disintegrate Ray: Ranged 10; +24 vs. Fortitude; 2d10 + 9 damage, and ongoing 2d20 damage (save ends).

Eye Ray Frenzy Recharge

Requirement: The beholder must be bloodied.

Effect: As eye rays above, except the eye tyrant makes four eye ray attacks.

Minor Actions

Central Eye At-Will 1/round

Attack: Close blast 5 (enemies in the blast); +22 vs. Will

Hit: The target cannot use encounter or daily attack powers until the end of its next turn.

Triggered Actions

Random Eye Ray At-Will

Trigger: The beholder is conscious and an enemy starts its turn within 5 squares of it.

Effect (No Action): The beholder uses one random eye ray against the triggering enemy.

Str 18 (+13)                Dex 24 (+16)                Wis 17 (+12)
Con 20 (+14)                Int 22 (+15)                Cha 28 (+18)

Alignment evil        Languages Deep Speech

Published in Monster Manual, page(s) 32, Dungeon Delve, page(s) 112, Monster Vault, page(s) 27.