Beholder Zombie
Beholder Zombie
Large undead, neutral evilLarge undead, neutral evilcan't speakunderstands Deep Speech and Undercommon but
can't speak
Undead Nature. A zombie doesn't require air, food,
drink, or sleep.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, un less the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
[b]Undead Nature.[/b] A zombie doesn't require air, food,
drink, or sleep.
[b]Undead Fortitude.[/b] If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, un less the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.
Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
1. Paralyzing Ray. The targeted creature must succeed on a DC 14 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. Fear Ray. The targeted creature must succeed on a DC 14 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 .
3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity savin g 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 non magical object or creation of magical force , this ray disintegrates a 10-foot
cube of it.
[b]Bite.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft., one target.
Hit: 14 ([4d6]) piercing damage.
[b]Eye Ray.[/b] The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
1. [i]Paralyzing Ray.[/i] The targeted creature must succeed on a DC 14 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. [i]Fear Ray.[/i] The targeted creature must succeed on a DC 14 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 .
3. [i]Enervation Ray.[/i] The targeted creature must make a DC 14 Constitution saving throw, taking 36 ([8d8]) necrotic damage on a failed save, or half as much damage on a successful one.
4. [i]Disintegration Ray.[/i] If the target is a creature, it must succeed on a DC 14 Dexterity savin g 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 non magical object or creation of magical force , this ray disintegrates a 10-foot
cube of it.
Legendary Actions
Details
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Their contribution stands as a beacon of hope for all adventurers!

