THE SHARED REFERENCE Adventurer

Monster

Xanathar

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Official reference · WDH · 2014

Creature type
Aberration
Size
Large
Armor class
18 (natural armor)
Hit points
180 (19d10 + 76)
Speed
Fly 20 ft. (hover)
Challenge rating
13
Alignment
Lawful Evil
Strength
10
Dexterity
14
Constitution
18
Intelligence
17
Wisdom
15
Charisma
17
Passive Perception
22
Saving Throws
int: +8; wis: +7; cha: +8
Skills
perception: +12
Senses
darkvision 120 ft.
Languages
Deep Speech, Undercommon
Resistances
resist: force; preNote: While attuned to the ring of force resistance:
Condition Immunities
prone

Traits

Special Equipment

Xanathar wears a ring of invisibility, a ring of mind shielding, and a ring of resistance (force).

Antimagic Cone

Xanathar'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, Xanathar decides which way the cone faces and whether the cone is active. The area works against Xanathar's own eye rays.

Actions

Bite

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

Eye Rays

Xanathar 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:

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Eye Ray

Xanathar uses one random eye ray.

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 3 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.

The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.

Regional effects

A region containing a beholder'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 beholder's lair sometimes feel as if they're being watched when they aren't.
  • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.

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

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