Beholders

by VaranSL

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Beholder-Kin

The otherworldly nature of beholders carries over into what many researchers can only call their cousins. Almost every beholder-kin takes on the horrifying form of a beholder, a spherical body with a cluster of eyestalks, a central eye capable of horrifying magic, and a toothy, gaping maw that never stops hungering for food.

Beholder-kin are just as horrifying as the normal beholder, and sometimes even more so. Because there are so many different kinds of beholder-kin, only a few people know anything about them and even less are prepared to fight one.

Corruption of Nature. Beholders develop new abilities, appendages, and appearances based on where they find themselves in the world. Some beholder-kin have strange crustacean-like pincers, others have no eyestalks, and others have adapted to riding insects as mounts. No matter what new form they take from the beholder, these beholder-kin take nature and put a horrifying spin on it. Whereas a crab would only have mundane pincers, a beholder-kin may have a mouth forming on the inside of a pincer or instead of teeth would have hundreds of tiny pincers in its mouth.

Beholder-kin take things that are natural and corrupt it. Some say this is because they are from the Far Realm, a world outside of the mundane and magical. Its a realm of horrifying reality that takes our preconceptions and destroys them and our minds. When a new type of beholder-kin is formed, it takes the natural world around it and pushes it into the bizarre and horrifying.

Perfection in one Form. No matter what form a beholder-kin takes, it knows that it is the perfect form while all others are horrifyingly disfigured only suited for slaughter. This puts forth a huge problem in beholders and beholder-kins in working together, though some beholders, like hive mothers, are so powerful that they can force beholder and beholder-kin to not see their differences and work together. This relationship is tenuous at best and if a hive mother is killed, beholders and beholder-kin will immediately begin destroying each other even if there are other threats present.

Despite the beholder-kins knowledge that they alone are perfect, sometimes beholder-kin of similar form can work with another. Many have developed ways of ignoring the other beholder-kin's disfigurations, some close their eyes, others refuse to look directly at the other, and a few even choose to hum a song loudly as a distraction.



Eye of the Deep

Large aberration, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 0 ft, swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 12 (+1) 13 (+1) 14 (+2)

  • Saving Throws Int +4, Wis +4, Cha +5
  • Skills Perception +7
  • Condition Immunities Prone
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Deep Speech
  • Challenge 6 (2,300 XP)

Blinding Eye. The eye of the deep's central eye creates a 30-foot cone of blinding light. At the start of each of its turns, the eye of the deep decided which way the cone faces and whether the cone is active.
    Any creature that starts their turn in the cone must succeed on a DC 15 Constitution saving throw or be stunned and blinded 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.

Water Breathing. The eye of the deep can breathe only underwater.

Action

Multiattack. The eye of the deep can makes three attacks: one with its bite and two with its pincers.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Create Illusion (Recharge 5-6). The eye of the deep can shoot both of its magical eye rays at a spot of its choice that it can see within 120 feet of it, creating a twisting pattern of colors that weaves through the air. The pattern appears for a moment and vanishes. All creatures within 15 feet of that point and who can see the illusion must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is charmed by the eye of the deep for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Eye Rays. The eye of the deep shoots both of its magical eye rays, choosing two targets it can see within 120 feet of it.
    1. Hold Person. The targeted humanoid must succeed on a DC 15 Wisdom 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.
    2. Hold Monster. The targeted creature must succeed on a DC 15 Wisdom 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.

Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the eye of the deep can't use this pincer on another target. The eye of the deep has two pincers.

Eye of the Deep

Found only in the deepest parts of the ocean, the eye of the deep are a strange beholder-kin. They have a spherical body with two eyestalks and two long appendages ending in vicious pincers. They are prolific hunters of the deep-sea creatures and utilize their central eye to blind and stun fish, sharks, whales, and even giant octopi, they then swoop in with their deadly pincers.

Illusions and Eye Rays. These beholder-kin are able to create dazzling patterns of light and color with their eyestalks, this is used for hunting but also if the eye of the deep gets itself in a dangerous situation and needs a distraction. The eye of the deep rarely encounters humanoids, but when it does it excitedly uses its eyestalks on them and gets itself ready for a feast. Like all beholders, the eye of the deep lacks sophisticated taste buds but loves the texture of human bone and muscle on its tongue.

Hive Mother

The greatest of the beholders are the hive mothers who oversee vast colonies of their kind. The hive mother is able to control any beholder except one already under the control of another hive mother. While alone a hive mother isn't often a threat, they are rarely ever alone and always have a complement of beholders and beholder-kin acting as bodyguards.

Far Realm's Reality. The hive mothers are highly abnormal and strange in their behavior, with many researchers assuming that the hive mothers are beholders that have recently arrived from the Far Realm. Regardless of whether that is true, every hive mother has a strange relationship with reality, often ignoring how it is supposed to work and doing their own thing. This is most prevalent when they begin creating beholders and beholder-kin out of nothing, their tearing of reality causing horrible effects to the region.



Hive Mother

Huge aberration, lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 218 (19d12 + 95)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 21 (+5) 23 (+6) 16 (+3) 20 (+5)

  • Saving Throws Int +12, Wis +9, Cha +11
  • Skills Perception +15
  • Condition Immunities Prone
  • Senses blindsight 20 ft., darkvision 240 ft., passive Perception 25
  • Languages Deep Speech, Undercommon
  • Challenge 17 (18,000 XP)

Antimagic Cone. The hive mother's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the hive mother decides which way the cone faces and whether the cone is active. The area works against other beholder eye rays.

Telepathic Link. The hive mother is telepathically linked to any beholder in its hive so long as they are within 10 miles of the hive mother. This requires no action.

Actions

Multiattack. The hive mother makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit 13 (2d10 + 2) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the hive mother. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 28 (8d6) acid damage at the start of each of the hive mother's turns.

If the hive mother takes 30 damage or more on a single turn from a creature inside it, the hive mother must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, who falls prone in a space within 10 feet of the hive mother. If the hive mother dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. The hive mother can only swallow one creature, if that creature dies, it can then swallow another creature.

Create Beholder (1/Day). The hive mother tears a rip in reality and creates a fully grown beholder to fight for it. The beholder takes its turn immediately after the hive mother and follows all of its orders. The beholder can only survive for 1 hour before reality fixes itself and it is ripped apart.

Create Gazer Swarm (Recharge 5-6). The hive mother reaches across the time dimension and a swarm of gazers are pulled into this timeline. The gazer swarm takes its turn immediately after the hive mother and follows all of its order. The swarm can only survive for 1 minute before it falls back into its own timeline.

Legendary Actions

The hive mother can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hive mother regains spent legendary actions at the start of its turn.

Bite. The hive mother makes a bite attack.

Chew. If a creature is swallowed, the hive mother can chew them. They must succeed on a DC 19 Constitution saving throw or take 18 (4d8) bludgeoning damage and 18 (4d8) acid damage. On a successful save, they take half damage.

Create Gazer Swarm (Costs 3 Actions). The hive mother creates a gazer swarm, they go immediately in the initiative order.

A Hive Mother's Lair

A hive mother's lair is typically that of a beholder city or colony, warped by the strange reality of the Far Realm and inhabited by beholders and beholder-kin under their direct control. A hive mother encountered in its lair has a challenge rating of 18 (20,000 XP).

Lair Actions

When fighting inside its lair, a hive mother can invoke the ambient magic to take lair actions. On initiative count 20 (losing any initiative ties), the hive mother can take on lair action to cause one of the following effects:

  • An area that is a 50-foot cube within 120 feet of the hive mother is ripped into the Far Realm and the strange physics begins taking hold. To creatures other than beholders or beholder-kin, the area is heavily obscured and difficult terrain until initiative count 20 on the next round. Beholders and beholder-kin can see into the area without difficulty.
  • Walls sprout other-worldly tentacles until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the hive mother and starts its turn within 20 feet of a wall must succeed on a DC 19 Dexterity saving throw or be grappled. Escaping requires a successful DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. • An other-worldly eye appears in a rip of reality at a point within 50 feet of the hive mother. A spectator forms out of the eye and immediately takes its turn. The spectator follows all the orders of the hive mother and continues operating on its initiative count until 1 minute passes or it is knocked to 0 hit points.

The hive mother can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.

Regional Effects

A region containing a hive mother's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the hive mother's lair sometimes feel as if time has stopped or large portions of time have passed.
  • If a creature is within 1 mile and attempts to use short-range teleportation magic, like misty step, dimension door or similar magic, there is a 20% chance that they will end up teleporting in a random direction.
  • When a creature hostile to the hive mother finishes a long rest within 1 mile of the hive mother's lair, roll a d20 for that creature. On a roll of 15 or lower, the creature's mind is warped by the Far Realm and they gain a long-term madness that lasts until they finish a long rest or a greater restoration spell or similar magic is cast. Roll on the long-term madness chart in the Dungeon Master's Guide on page 260.

If the hive mother dies, these effects fade over the course of 1d10 days.


Gazer Swarm

Medium swarm of Tiny aberration, neutral evil


  • Armor Class 13
  • Hit Points 52 (8d8 + 16)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (-2)

  • Saving Throws Wis +2
  • Skills Perception +4, Stealth +5
  • Damage Resistance Bludgeoning, Slashing, Piercing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Darkvision 60ft., passive Perception +4
  • Languages -
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the swarm can move up to its speed toward a hostile creature that it can see.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small humanoid. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates).
    1. Dazing Ray. Each creature in a 60-foot cone must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the swarm's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
    2. Fear Ray. Each creature in a 60-foot cone must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the swarm's next turn.
    3. Frost Ray. Each creature in a 60-foot cone must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage or half as much on a successful save.
    4. Telekinetic Ray. Each creature in a 60-foot cone that is Large or smaller must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the swarm. If there are objects weighing 20 pounds or less that isn't being worn or carried in the cone, the swarm moves it up to 30 feet in a random direction.

Gazer Swarm

Gazers are one of the few beholder-kin who actively travel in packs and, for the most part, enjoy each other's company. On the other hand, they see any other pack of gazers as horrifying abominations and will do everything in their power to destroy each other.

Born of Dreams. Many believe that gazers form when a beholder dreams of itself but in miniature. Depending on how vivid the dream is, that determines how many gazers form and some of the most vivid dreams have created hundreds of these aberrations.

Forest Dwellers. If gazers ever lose their creator beholder or the group of gazers are mistreated and they run away, they will often float through thick forests where they hunt large rats, squirrels, and as a group might even descend upon larger prey like individual deers or wolves. When they travel, their mimicking voices can be heard echoing through the forest as the various sounds of birds, children laughing, the screams of animals being eaten, and more.

Director

The directors are often found in the beholder colonies controlled by a hive mother. They are treated as scouts and calvary, forming the front line defense of the homes. They often travel in groups all mounted on their strange steeds known as crawlers. The directors all have semi-spherical bodies, 6 eyestalks, a small central eye, and possess three, small sensory tendrils on their bottoms. They use these tendrils to grab on to objects and manipulate them, or they attach themselves to the base of their mount's skull and the tendrils are able to control the mount.

Deflection. Many believe that the directors were created by a hive mother for a more combat-oriented beholder as many of their eye rays have little uses outside of murdering nosey creatures. Even their main eye is useful in turning back attacks, ignoring spell effects and more. Many creatures find it difficult to attack a director head-on and must try to surprise a director or fool it into looking another direction. When a group of directors fight, they all turn in different directions, their deflection rays covering each other and protecting all beholders, but most importantly the hive mother.

Other-Worldly Movement. A director has a variety of ways it moves about, and while many will fly around when they can, some choose to instead walk on their three tendrils like strange insects. Other directors choose to always be attached to their mounts, enjoying how quickly they can move about, in rare cases some directors forget even how to fly as they spend so much time riding their mounts from place to place.

Crawler

Crawlers are the strange mounts that the directors ride, and have gone through a series of biological transformations. Originally, they were once overly large centipedes, but they lacked many of the dangerous behaviors the directors wanted and so they were forced to mate with spiders, or at least, their genetic makeup was combined with that of a spider and thus the crawlers were born. They are highly venomous, often biting out at anything and everything around them.


Crawler

Large beast, unaligned


  • Armor Class 17
  • Hit Points 60 (8d10 + 16)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 2 (-4) 11 (+0) 4 (-3)

  • Skills Acrobatics +7
  • Senses blindsight 10ft., darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 4 (1,800 XP)

Spider Climb. The crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The crawler makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save and the target is stunned until the end of the crawler's next turn. On a successful save, the target takes half damage.

Magivore Beholder

The magivore is a beholder whose sole purpose is to seek out and eliminate those who practice arcane magic. These beholders can be found on almost any plane, hunting down any and all arcane magic users. Driven by a lust for the destruction of magic, these creatures thirst for combat against those that practice the arcane arts.

Anti-Magic Design. Magivores have a large central eye, a terrifying mouth filled with razor-sharp teeth, and six eye stalks that are evenly spaced on the top of its head. The stalks each have a small eyeball identical to the center eye. Each eye has a top and bottom eyelid that it may open and close at will. It has been said that the magivore’s eyestalks will wink at its next potential target right before it attacks.

Protruding from the underside of its body are two long tentacles that are made up of interconnected muscles that are stretched taut. The bottom half of each tentacle is covered in small barbs that wrap around each one, piercing any target grappled by the magivore. It is these barbs that siphon the magical abilities of the unfortunate creature caught in its grasp.

Born by Madness. Created by Cyric, the god of lies, these creatures were brought into existence as his response to the end of the Spellplague, which he brought upon the multiverse by murdering Mystra, godess of magic. Upon Mystra’s return, Cyric went mad with rage and set out to punish her followers. Thus the magivore was born and sent out across the planes to seek out those who use arcane magic, strip them of their powers, and destroy them. Cyric made sure to provide the magivore with the abilities and talents to defeat its prey, with rays to disable creatures and innate resistances to protect them.

Sent on the Hunt. Scattered amongst the multiverse with their task in hand, these creatures are tireless in their pursuit of those who use magic, whether they are humanoid practitioners of the arcane or creatures with innate spellcasting ability. Like most beholders, they are naturally xenophobic. This will not, however, prevent them from communicating with other creatures in an effort to gather information about the whereabouts of their prey.

As the magivore is always on the move, they have no lair to speak of. They will use whatever dark secluded place they can find to plan a means of attack or to rest when stalking their prey. If the magivore feels that its temporary lair has been discovered, it will immediately abandon it and seek out a new location at least 1 mile from its previous location.



Director

Large aberration, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 42)
  • Speed 15 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 18 (+4) 15 (+2) 14 (+2) 16 (+3)

  • Saving Throws Int +5, Wis +6
  • Skills Perception +10
  • Condition Immunities Prone
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Deep Speech, Undercommon
  • Challenge 9 (5,000 XP)

Deflection Cone. The director's central eye creates an area of deflection in a 150-foot cone. At the start of each of its turns, the director decides which way the cone faces and whether the cone is active.
    Any creature in that area has disadvantage on all attack rolls against any beholder. All beholders also gain advantage on any saving throws or ability checks that originate from creatures in that area.

Crawler Mount. The director can mount a crawler as a bonus action. While the director is mounted, it can not be forcibly dismounted and the director loses its fly ability. The mount's hit points are added to the directors, and the director's AC increases to 17. The mount acts on its own initiative but follows the orders of the director. The director communicates to the mount with its specialized tendrils that latch onto the mount, this requires no verbal communication. If the director is targeted by a spell, like hold monster, and fails the saving throw, the mount is also considered to be affected by the spell.
    The director can dismount a crawler as a bonus action, if they have taken damage while mounted, the director and mount each take half of the total damage. If this would knock one of them to 0 hit points, they instead take an amount of damage that would leave them with 1 hit point and the other one takes the remaining damage.

Actions

Bite (Dismounted Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 1) piercing damage.

Eye Rays. The director shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it.
    1. Missile Ray. The targeted creature is struck by seven darts of magical energy. A dart deals 1d4 + 1 force damage to the target.
    2. Burning Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 21 (6d6) fire damage. On a successful save, take half damage.
    3. Ice Ray. A wall of ice, as if casting the wall of ice spell forms at a point within 120 feet that the director can see. This wall lasts for 10 minutes and does not require concentration. The Dexterity saving throw DC is 14.
    4. Slowing Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    5. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 25 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.
    6. Phantasmal Ray. The targeted creature must make a DC 14 Wisdom saving throw or The target becomes frightened for 1 minute as manifestations of its deepest fears appear before them, they are visible only to that creature. At the end of each of the target's turn before the effect ends, the target must succeed on a Wisdom saving throw or take 22 (4d10) psychic damage. On a successful save, the spell ends.

Legendary Actions

The director can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The director regains spent legendary actions at the start of its turn.

Eye Ray. The director uses one random eye ray.



Magivore

Large Aberration, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 155 (20d10 + 45)
  • Speed 0 ft., 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 18 (+4) 15 (+2) 18 (+4)

  • Saving Throws Int +9, Wis +7, Cha +9
  • Skills Perception +12
  • Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Common, Deep Speech, Undercommon
  • Challenge 14 (11,500 XP)

Feeblemind Cone. The magivore’s central eye creates an area of feeblemindedness, as in the feeblemind spell, in a 150-foot-cone. At the start of each of its turns, the magivore decides which way the cone faces and whether the cone is active. All creatures within the cone must make an Intelligence saving throw.
    On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. If the affected creature leaves the cone or it moves so that the creature is no longer within its area of effect, the target may make an Intelligence saving throw at the start of its next turn. On a successful save, the effects of the ray ends.

Magic Resistance. The magivore has advantage on saving throws against spells and other magical effects.

Spell Drain. If a target is restrained by the magivore's tentacles, it can use a bonus action to attempt to drain the target's highest available spell slot. The targeted creature must succeed on a DC 17 Intelligence saving throw or they lose their highest available spell slot and they suffer 45 (10d8) psychic damage. On a successful save, they take half damage.

Actions

Multiattack. The magivore can make two attacks: one with its bite and one with its tentacle.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The magivore shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see with 120 feet of it.

    1. Paralyzing Ray. The targeted creature must succeed on a DC 17 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.
    2. Dispel Magic Ray. The ray targets one creature, object, or magical effect within range. Any spell of 5th level or lower on the target ends. Spells of 6th level or higher are unaffected.
    3. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the beholder moves it up to 30 ft. 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 ft. 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.
    4. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
    5. Sleep Ray. The targeted creature must succeed on a DC 17 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.
    6. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 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 nonmagical 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.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is restrained (escape DC 15). Until this grapple ends, the target is restrained, the magivore can use a bonus action to use its spell drain ability, and the magivore can't use this tentacle on another target. The magivore has two tentacles.

Legendary Actions

The magivore can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The magivore regains spent legendary actions at the start of its turn.

Eye Ray. The magivore uses one random eye ray.

 

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