Embry Marso
Large Aberration, Neutral Evil
- Armor Class 20 (Natural Armor)
- Hit Points 336 (6d10 + )
- Speed fly 30ft (hover)
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 18 (+4) 23 (+6) 17 (+3) 20 (+5)
- Saves INT +12, WIS + 6, CHA +11
- Condition Immunities Prone, Charmed
- Senses passive Perception 26
- Languages Deep Speech, Common, Elven, Draconic
- Challenge 17 (18,000 XP)
Paragon Fortitude. Embry has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, Embry is killed.
Paragon Fury. Embry may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn Embry gains is inserted immediately after any one PC’s turn in the initiative order.
Awakened Mind. Embry is immune to mind affecting magics.
Antimagic Cone The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye ray
Actions
Bite Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (4d6) piercing damage.
Eye Rays The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1 Charm Ray. The targeted creature must succeed on a DC 20 Wisdom saving th row or be charmed by the tyrant for 1 hour, or until the beholder harms the creature.
2 Paralyzing Ray. The targeted creature must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 Fear Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success action on its turn, not bofh. The creature can repeat the saving throw at the end of each of its turns, ending the effect 0n itself on a success. 5 Enervation Ray. The targeted creature mu st make a DC 20 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6 Telekinetic Ray. If the target is a creature, it must succeed on a DC 20 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated . If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7 Sleep Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw 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. This ray has no effect on constructs and undead.
8 Petrification Ray. The targeted creature must make a DC 20 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It mu st repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic.
9 Disintegration Ray. If the target is a creature, it must succeed on a DC 20 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10 Death Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Legendary Actions
The beholder can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn . The beholder regains spent legendary actions at the start of its turn.
Eye Ray Embry uses one random eye ray.
Antimagic Cone Embry moves his Antimagic Cone.
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.
Metamagic
Embry has 19 Sorcerer Points, and has access to the Twinned Spell, Quickened Spell, Empowered Spell, and Heightened Spell Metamagic options.
Spellcasting
Embry is a 19th level Sorcerer, Spell DC 22. Spell Attack Modifier +11 Cantrips(At Will) Fire Bolt, True Strike, Poison Spray, Ray Of Frost Total Spells Known: 15
1st (4 Slots) Chromatic Orb, Witch Bolt
2nd (3 Slots) Hold Person, Web
3rd(3 Slots) Counterspell, Lightning Bolt
4th(3 Slots) Dimension Door, Polymorph
5th(3 Slots) Cone Of Cold, Dominate Person
6th (2 Slots) Disintegrate, Eyebite
7th (1 Slots) Plane Shift
8th (1 Slot) Power Word Stun
9th (1 Slot) Power Word Kill
Credit: Fabio Porfidia