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===5th Edition=== 5e's first Monster Manual provides three forms of beholder; common beholder (or Eye Tyrant), Death Tyrant, and Spectator. The first two variants are what 5e calls Legendary creatures, meaning they have extra powers in their lairs that they can trigger on Initiative Count 20, certain specific effects mark the regions in which they lair, and they have special Legendary Actions that they can perform outside of the normal turn sequence. Their legendary ego has been given up a serious boost; now, beholders mutate at random just by accidentally thinking too hard, their ego is that overpowering. This is also how they reproduce now: by sleeping and dreaming of other beholders, bending reality in that way. * Beholder: You know it, you hate it. Challenge level 13. Has its old antimagic cone central eye back, a bite attack for piercing damage, and ten eye rays, of which it can use three each round, rolling randomly to determine which three it has. Charm ray, paralyzing ray, fear ray, slowing ray, enervation ray, telekinetic ray, sleep ray, petrification ray, disintegration ray and death ray. It can burn one of its three legendary actions at the end of another creature's turn to blast somebody with a random eye ray. Its lair effects consist of three options; change a 50ft square up to 120ft distant into slimy difficult terrain, make any walls within 120ft sprout flailing appendages that'll grapple anyone within 10ft who can't beat a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, or cause an eye to pop up on any solid surface within 60ft that can then shoot a random eye ray at any enemy within its sight. For region effects, they're all fluffy; creatures within 1 mile sometimes feel they're being watched, or minor reality warps that affect inanimate objects (markings changing on a wall, slime coating a statue, etc) pop up whilst the beholder is sleeping. Volo's Guide to Monsters introduced a table of potential alternate eye rays, in case your party was feeling complacent. * [[Death Tyrant]]: A beholder who dreamed of living forever. So it died in its sleep and became an undead beholder skull with ghostly eyes. It trades the antimagic cone for a negative energy cone (creatures can't regain hitpoints, humanoids that die in its area of effect become zombies under the death tyrant's command on the next turn). It has the same eye rays and legendary actions as the beholder. Its lair actions are variants of the beholder's - its grabbing walls are DC 17 and reach into the Ethereal Plane, it creates a 50ft cube of lightly obscured difficult terrain, and it can create a spectral eye at any point within 50ft, which can also target foes on the Ethereal Plane. It has one crunchy regional effect; a creature that is both hostile to the death tyrant and aware of its existence must roll a D20 if it finishes a long rest within 1 mile of the death tyrant's lair. On a 10 or less, it gets zapped with a random eye ray. * [[Spectator]]: A lesser beholder variant with only four eye stalks, conjured from another plane of existence via a ritual that requires four beholder eyestalks as material components. It's only Challenge level 3 and it's Lawful Neutral, rather than the Lawful Evil of the others. It has a Confusion Ray, a Paralyzing Ray, a Fear Ray and a Wounding Ray, and it can magically create all the food and water it needs to sustain itself each day. It's a fool's gambit to attack it with spells thanks to its Spell Reflection reaction, which lets it retarget a spell that missed the spectator, or which forced a save that the spectator passed, against another creature within the spectator's line of sight and that is at least 30 feet from the spectator. * [[Beholder Zombie]]: Much weaker than a living beholder. Loses most of its eye rays and its anti-magic cone. * [[Death's Kiss]]: A Beholder who had nightmares about bleeding out spawns a vampiric tentacle monster, using toothy mouth-stalks to voraciously suck the blood from other creatures. It also bleeds lightning, for some reason. Not as smart as a normal beholder, but for this reason not as egotistical or paranoid. Added in Volo's Guide to Monsters. * [[Gauth]]: A smaller beholder who sometimes shows up if you screw up the ritual to summon a spectator; it's got six eyestalks, four tentacles, and smaller eyes all around its central eye, so it's hard to understand how wizards can get confused when it lies and claims to be the real deal. The issue is that Gauths are magic eaters, sucking the juice from magical items to sustain themselves, so you can see why that makes them pretty piss-poor guards for a wizard's lair. They're weaker than true beholders and also less xenophobic. Also, they explode when you kill them. * [[Gazer]]: A ridiculously adorable and weak little beholder (only Challenge 1/2 - that is, a ''twenty-sixth'' of the strength of a true beholder) that is sometimes dreamed into being. They're so amusingly pathetic that even pure beholders often keep them as pets, and they have the same sadistic ego of a full beholder in miniature. Have caused a lot of argument over whether the sidebar on gazer familiars is intended for PCs as well or just for mage NPCs, and if so if house rules should be used to slot them in as Chain Pact warlock familiars, let them take the action to fire their eye-rays, etc. * [[Mindwitness]]: A beholder converted into an [[illithid]]-like creature via ceremorphosis. Now that those of you who aren't currently running from your computers in terror have stopped screaming, the end result is less "terrifying perfect marriage of beholder eye-rays with illithid mind rape and the combined egotism of both" and more "quasi-lobotomized docile [[Adeptus Astra Telepathica#Astropaths|glorified psionic email server]]," though still smarter than the average human. Notably, if the illithids and elder brains they serve are slaughtered and they survive, mindwitnesses tend to drift around looking for other psionic creatures to serve, taking on the alignments and worldviews of those they meet, be they kindly [[flumph]]s or evil [[demon]]s. Four of their eyestalks become tentacles, but they have six kinds of eyerays: fear, telekinetic, and slowing rays like those of their normal cousins, but also aversion rays that cause disadvantage on attack rolls, stunning rays that stun creatures, and a psychic ray that just causes a pile of psychic damage. * [[Eyedrake]]: When a beholder spends a lot of time thinking about dragons their dreams may spawn an eyedrake, a dragon-like creature with an eye in its mouth that combines the beholder anti magic cone and a dragon breath and eyes on the tips of its wing digits that fires a Freezing, Debilitating, Repulsion, Fire, Paralyzing, and Death ray. <gallery> Eyedrake 5e.png Eyedrake close.png </gallery> * [[Eye Monger]]: Fifth edition's version of the Astereater.
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