Eye of Shadow
Large aberrant magical beast
Level 12 Elite Lurker XP 1400
|HP 194; Bloodied 97||Initiative +16|
|AC 26, Fortitude 24, Reflex 25, Will 24||Perception+15|
|Speed 0, fly 6 (hover)||Darkvision|
|Saving Throws +2; Action Points 1|
Enemies can’t gain combat advantage by flanking the eye of shadow.
The eye of shadow deals 2d6 extra damage to any creature granting combat advantage to it.
Shadow Surge (healing)
The eye of shadow regains 20 hit points at the end of its turn if it has remained invisible since the start of its turn.
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d8 + 11 damage.
Eye Rays At-Will
Effect: The beholder uses one or two of the following eye rays without provoking an opportunity attack. Each eye ray must target a different enemy.
1. Blinding Ray (radiant)
Attack: Ranged 10 (one creature); +15 vs. Reflex
Hit: 1d8 + 6 radiant damage, and the target is blinded until the end of its next turn.
2. Thundering Ray (thunder)
Attack: Ranged 10 (one creature); +15 vs. Fortitude
Hit: 3d6 + 10 thunder damage, and the target is deafened until the end of its next turn.
3. Shadowbond Ray (necrotic)
Attack: Ranged 10 (one creature); +15 vs. Will
Hit: 3d6 + 5 necrotic damage, and the target is immobilized (save ends). Until the effect ends, the beholder and shadow creatures have concealment while within 5 squares of the target.
Vanish into Shadow (illusion, teleportation) Recharge
Effect: The beholder teleports 20 squares and becomes invisible until it attacks or until the end of its next turn.
Central Eye (fear) At-Will 1/round
Attack: Ranged 5 (one creature); +15 vs. Will
Hit: The target grants combat advantage until the end of the beholder’s next turn.
Skills Stealth +17
Str 18 (+10) Dex 22 (+12) Wis 19 (+10)
Con 19 (+10) Int 19 (+10) Cha 16 (+9)
Alignment evil Languages Deep Speech
Published in Monster Manual 3, page(s) 22.