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Beholder

Adversary overview

an eye tyrant with an expensive greed

The creature drifting before you is a floating mountain of flesh and paranoia, a monstrous eye blazing at its center like a cold, alien sun. Ten thick eyestalks writhe around its body with slow, predatory purpose—each one ending in a smaller, twitching orb that blinks at odd rhythms, as though each stalk has a mind of its own.

Stat block

Tier
3
Type
Leader
Difficulty
18
HP
11
Stress
5
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
21
Major Damage — Mark 2 HP Major
Mark 2 HP
33
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bite
Range: Melee
Damage: 3d10+4
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Relentless
    fear 1

    Xanathar can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

  • Antimagic feild
    fear 3

    Xanathar has an antimagic field of a cone of far range. While a pc is in this field they can't cast spells. To activate those fields, Xanathar must spend 3 fear to activate. When Xanathar is spotlighted he can change the direction of this antimagic feild

Actions

  • Eye Beams
    stress 1

    Mark a Stress and roll a d10. The Box uses the corresponding move:

    1. Charm Ray. The targeted creature must succeed on a DC 14 Instinct reaction roll or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

    2.Paralyzing Ray. Xanathar attempts to hit the player with a paralyzing ray on a hit, takes 3d10 magical damage, and is paralyzed until they spend a hope to break free

    3. Fear Ray. The targeted creature must succeed on a DC 14 Knowledge reaction roll or be frightened. marking one stress, they must use their turn to run away as far away as possible from Xanathar. they can then choose to attempt to break free doing the reaction roll again or spend another stress to end the effect

    4. Slowing Ray. The targeted creature must succeed on a DC 14 Agility reaction roll. On a failed roll, the target is held in momentary stasis and feels their movement slowed. The target is now vulnerable until the target is finished or they take a rest

    5. Enervation Ray. Xanathar makes an attack roll on a creature on a hit it takes 5d12 Magic damage and is made vulnerable untill they spend a hope

    6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength reaction roll or the beholder moves to far range in any direction. It is restrained by the ray’s telekinetic grip until the target spends 2 stress to break free or xanathar is restrained or uses a different eye beam

    7. Sleep Ray. The targeted creature must succeed on a DC 14 Instinct reaction roll or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it.

    8. Petrification Ray. The targeted creature must make a DC 14 Agility Reaction Roll saving. On a failed roll, they begin to turn to stone, marking a HP and starting a Petrification Countdown (5). This countdown ticks down when Xanathar is attacked. When it triggers, the target must make a death move. If Xanathar is defeated, all petrification countdowns end. while in the petrifying process they are considered Vulnerable

    9. Disintegration Ray. Xanathar targets a player making an attack rolll on hit; the target takes 4d12 magic damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

    10. Death Ray. The targeted creature must succeed on a DC 14 agility Reaction roll or take 3d20+9 magic damage. if the target dies, it cannot choose the avoid death, death move

Reactions

  • Destresser
    fear 2

    spend 2 fear and regain 1 stress

Motives & tactics

Unpredictable Change tactics

Experiences

  • Crime lord +2
  • I see all +2

Beholder

Tier 3 leader

an eye tyrant with an expensive greed

Motives & Tactics: Unpredictable, Change tactics

Difficulty: 18 | Thresholds: 21/33 | HP: 11 | Stress: 5

ATK: +3 | Bite: Melee | 3d10+4 Physical

Experience: Crime lord +2, I see all +2

HP:

STRESS:

Features

Relentless - Passive: Xanathar can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
Antimagic feild - Passive: Xanathar has an antimagic field of a cone of far range. While a pc is in this field they can't cast spells. To activate those fields, Xanathar must spend 3 fear to activate. When Xanathar is spotlighted he can change the direction of this antimagic feild
Eye Beams - Action: Mark a Stress and roll a d10. The Box uses the corresponding move: 1. Charm Ray. The targeted creature must succeed on a DC 14 Instinct reaction roll or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2.Paralyzing Ray. Xanathar attempts to hit the player with a paralyzing ray on a hit, takes 3d10 magical damage, and is paralyzed until they spend a hope to break free 3. Fear Ray. The targeted creature must succeed on a DC 14 Knowledge reaction roll or be frightened. marking one stress, they must use their turn to run away as far away as possible from Xanathar. they can then choose to attempt to break free doing the reaction roll again or spend another stress to end the effect 4. Slowing Ray. The targeted creature must succeed on a DC 14 Agility reaction roll. On a failed roll, the target is held in momentary stasis and feels their movement slowed. The target is now vulnerable until the target is finished or they take a rest 5. Enervation Ray. Xanathar makes an attack roll on a creature on a hit it takes 5d12 Magic damage and is made vulnerable untill they spend a hope 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength reaction roll or the beholder moves to far range in any direction. It is restrained by the ray’s telekinetic grip until the target spends 2 stress to break free or xanathar is restrained or uses a different eye beam 7. Sleep Ray. The targeted creature must succeed on a DC 14 Instinct reaction roll or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. 8. Petrification Ray. The targeted creature must make a DC 14 Agility Reaction Roll saving. On a failed roll, they begin to turn to stone, marking a HP and starting a Petrification Countdown (5). This countdown ticks down when Xanathar is attacked. When it triggers, the target must make a death move. If Xanathar is defeated, all petrification countdowns end. while in the petrifying process they are considered Vulnerable 9. Disintegration Ray. Xanathar targets a player making an attack rolll on hit; the target takes 4d12 magic damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. 10. Death Ray. The targeted creature must succeed on a DC 14 agility Reaction roll or take 3d20+9 magic damage. if the target dies, it cannot choose the avoid death, death move
Destresser - Reaction: spend 2 fear and regain 1 stress

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