Beholder
Large aberrant magical beast
Level 9 Solo Artillery XP 2000

HP 392; Bloodied 196Initiative +9
AC 23, Fortitude 21, Reflex 22, Will 22Perception+11
Speed 0, 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); +14 vs. AC

Hit: 2d8 + 8 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. Charm Ray (charm): Ranged 10; +14 vs. Will; the target is dominated until the end of its next turn.

    2. Wounding Ray (necrotic): Ranged 10; +14 vs. Fortitude; 2d10 + 6 necrotic damage.

    3. Sleep Ray (charm): Ranged 10; +14 vs. Will; the target is immobilized (save ends).

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

    4. Telekinesis Ray: Ranged 10; +14 vs. Fortitude; the beholder slides the target up to 4 squares.

    5. Slowing Ray (necrotic): Ranged 10; +14 vs. Reflex; 3d6 + 5 necrotic damage, and the target is slowed (save ends).

    6. Brilliant Ray (radiant): Ranged 10; +14 vs. Will; 1d6 + 5 radiant damage, and the target is blinded (save ends).

    7. Terror Ray (fear, psychic): Ranged 10; +14 vs. Will; 2d8 + 5 psychic damage, and the beholder pushes the target its speed.

    8. Petrifying Ray: Ranged 10; +14 vs. Fortitude; the target is petrified (save ends).

        Aftereffect: The target is immobilized (save ends).

    9. Death Ray (necrotic): Ranged 10; +14 vs. Fortitude; 2d8 + 10 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; +14 vs. Fortitude; 1d8 + 5 damage, and ongoing 10 damage (save ends).

Eye Ray Frenzy Recharge

Requirement: The beholder must be bloodied

Effect: As eye rays above, except the beholder makes three eye ray attacks.

Minor Actions

Central Eye At-Will (1/round)

Attack: Close blast 5 (enemies in the blast); +12 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 (+8)                Dex 20 (+9)                Wis 15 (+6)
Con 18 (+8)                Int 19 (+8)                Cha 20 (+9)

Alignment evil        Languages Deep Speech

Published in Monster Vault, page(s) 26, Madness at Gardmore Abbey, page(s) 3-28, Dungeon Magazine 192, Dungeon Magazine 196, Dungeon Magazine 206, Dungeon Magazine 214, Dungeon Magazine 216.