Beholder Eye of Frost Lair Actions
Eyes of Flame and Frost When fighting inside its lair, an Eye of Frost can invoke the
A beholder once dreamed it had two central eyes, and ambient magic to take lair actions. On initiative count
20
spawned into existence a pair of beholders with conflicting (losing initiative ties), the beholder can take one lair
action to
natures. When an Eye of Frost and Eye of Flame are created, cause one of the following effects:
they usually immediately turn on one another, with only the
survivor floating into the world to find its place. Sometimes, A 50-foot square area of ground within 120 feet of the
however, the beholders acknowledge each other as siblings beholder becomes slippery with ice; that area is difficult
and work together towards nefarious ends. terrain
until initiative count 20 on the next round.
Freezing fog fills a 20-foot-radius sphere centered on
a
Eyes of Flame and Frost are less egotistical than beholder point the beholder can see within 120 feet of it. The
fog
eye
tyrants and will work with other creatures and with one spreads around corners, and its area is heavily
obscured.
another. They will serve alongside fiends and giants if prom- Each creature in the fog when it appears
must make a DC
ised a lair and slaves, but usually strike out on their own.
10 Constitution saving throw, taking
10 (3d6) cold
The greatest prize for an Eye of Flame or Frost is to slay a damage on a failed save, or half as much
damage on a
young dragon for its hoard and territory. successful one. A creature that ends its
turn in the fog
takes 10 (3d6) cold damage. A wind of
at least 20 miles
A Beholder's Lair per hour disperses the fog. The fog
otherwise lasts until
Eyes of Flame and Frost lair within tall mountains, prefering initiative
count 20 on the next round.
active volcanoes and snow-capped peaks respectively.
An eye opens on a solid surface within 60 feet of the
Like other beholders, the lair typically has large, spacious beholder. The beholder's cold ray shoots
from that eye at a
caverns with high ceilings. target of the beholder's choice that it
can see. The eye
then closes and disappears.
A beholder Eye of Flame or Eye of Frost encountered in its When an Eye of Flame and Eye of Frost work together, they
lair has a challenge rating of 10 (5,900 XP). share
one lair action which can be chosen from the
corresponding type from either list: tremor or icy ground,
Eye of Flame Lair Actions volcanic gas or freezing fog, and fire ray or cold ray.
The beholder(s) can't repeat a type of effect until they have
When fighting inside its lair, an Eye of Flame can invoke the all been used, and can't use the same type of effect two
ambient magic to take lair actions. On initiative count
20 rounds in a row.
(losing initiative ties), the beholder can take one lair
action to
cause one of the following effects: Regional Effects
A tremor shakes a 50-foot square area of ground within A region containing the lair of a beholder Eye of Flame or
120 feet of the beholder. Each creature on the ground in Frost is subject to the same regional effects as other
that area must make DC 15 Dexterity saving throw or be beholders. In addition, the climate may be unusually warm or
knocked prone. cool, and in places where an Eye of Flame and Eye of Frost
Volcanic gases form a cloud in a 20-foot-radius
sphere lair together, precipitation and storms are common.
centered on a point the beholder can see within
120 feet
of it. The sphere spreads around corners,
and its area is
lightly obscured. It lasts until initiative
count 20 on the Art Credit: Landscape "Ice and Fire" by Tomas Honz
next round. Each creature that
starts its turn in the cloud (https://merl1ncz.deviantart.com/); Beholder Eye of Flame
must succeed on a DC 13
Constitution saving throw or be and Eye of Frost by Wizards of the Coast 2008-2009
poisoned until the end
of its turn. While poisoned in this
way, a creature is
incapacitated.
An eye opens on a solid surface within 60 feet of the
beholder. The beholder's fire ray shoots
from that eye at a
target of the beholder's choice that it
can see. The eye
then closes and disappears.
Beholder Eye of Flame Eye Rays. The beholder shoots one of the following
magical eye rays of its choice, or up to three at random
Large aberration, lawful evil (roll a d6, rerolling duplicates), choosing one to three
Armor Class 17 (natural armor) targets it can see within 120 feet of it:
Hit Points 136 (16d10 + 48) 1-2. Fire Ray. The targeted creature must succeed on a
Speed 0 ft., fly 20 ft. (hover) DC
14 Dexterity saving throw or take 28 (8d6) fire
damage.
STR DEX CON INT WIS CHA 3. Searing Ray. The targeted creature must make a DC
10 (+0) 14 (+2) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 14 Dexterity saving throw, taking 22 (5d8) radiant
damage on a failed saving throw, or half as much
Saving Throws Int +7, Wis +6, Cha +6 damage on a successful one.
Skills Perception +10 4. Fear Ray. The targeted creature must succeed on a
Damage Immunities fire DC 14
Wisdom saving throw or be frightened for 1
Condition Immunities prone minute. The target
can repeat the saving throw at the
Senses darkvision 120 ft., passive Perception 20 end of each of its turns,
ending the effect on itself on a
Languages Deep Speech, Infernal, Undercommon success.
Challenge 9 (5,000 XP) 5. Blinding Ray. The targeted creature must succeed on
a DC 14
Constitution saving throw or be blinded for 1
Central Eye. The beholder's central eye creates an area minute. The target
can repeat the saving throw at the
that intensifies the beholder's eye rays in a 150-foot end of each of its turns,
ending the effect on itself on a
cone. At the start of each of its turns, the beholder success.
decides which way the cone faces and whether the 6. Telekinetic Ray. If the target is a creature, it must
cone is active. Creatures in the area have their succeed on a DC 14 Strength saving throw or the
immunity and resistance to fire damage suppressed, beholder moves
it up to 30 feet in any direction. It is
and if a creature or a flammable object in the area takes restrained by the ray's
telekinetic grip until the start of
fire damage, it ignites. Until a creature takes an action the beholder's next turn or
until the beholder is
to douse the fire, the target takes 5 (1d10) fire damage incapacitated.
at the end of each of its turns. If the target is an object weighing 300 pounds or less
Death Throes. When the beholder dies, it explodes in a that
isn't being worn or carried, it is moved up to 30
burst of fire. Each creature within 10 feet of it must feet in any
direction. The beholder can also exert fine
make a DC 14 Dexterity saving throw, taking 10 (3d6) control on objects
with this ray, such as manipulating a
fire damage on a failed save, or half as much damage simple tool or opening a
door or a container.
on a successful one. Flammable objects that aren’t
being worn or carried in that area are ignited. Legendary Actions
Actions The beholder can take 3 legendary actions, using the
Eye Ray
option below. It can take only one legendary
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one action at a time
and only at the end of another
target. Hit: 14 (4d6) piercing damage. creature's turn. The beholder
regains spent legendary
actions at the start of its turn.
Eye Ray. The beholder uses one random eye ray.
Beholder Eye of Frost Eye Rays. The beholder shoots one of the following
magical eye rays of its choice, or up to three at random
Large aberration, neutral evil (roll a d6, rerolling duplicates), choosing one to three
Armor Class 15 (natural armor) targets it can see within 120 feet of it:
Hit Points 152 (16d10 + 64)
Speed 0 ft., fly 20 ft. (hover) 1-2. Cold Ray. The targeted creature must succeed on a
DC 14 Dexterity saving throw or take 28 (8d6) cold
STR DEX CON INT WIS CHA damage.
10 (+0) 11 (+0) 19 (+4) 15 (+2) 16 (+3) 14 (+2) 3. Enervation Ray. The targeted creature must make a
DC 14 Constitution saving throw, taking 22 (5d8)
Saving Throws Int +6, Wis +7, Cha +6 necrotic damage on a failed saving throw, or half as
Skills Perception +11 much damage on a successful one.
Damage Immunities cold 4. Paralyzing Ray. The targeted creature must succeed
Condition Immunities prone on a
DC 14 Constitution saving throw or be paralyzed
Senses darkvision 120 ft., passive Perception 20 for 1 minute.
The target can repeat the saving throw at
Languages Deep Speech, Abyssal, Undercommon the end of each of its
turns, ending the effect on itself
Challenge 9 (5,000 XP) on a success.
5. Slowing Ray. The targeted creature must succeed on
Central Eye. The beholder's central eye creates an area a
DC 14 Dexterity saving throw. On a failed save, the
that intensifies the beholder's eye rays in a 150-foot target's
speed is halved for 1 minute. In addition, the
cone. At the start of each of its turns, the beholder creature can't
take reactions, and it can take either an
decides which way the cone faces and whether the action or a bonus
action on its turn, not both. The
cone is active. Creatures in the area have their creature can repeat the saving
throw at the end of each
immunity and resistance to cold damage suppressed, of its turns, ending the effect on itself on a success.
and have disadvantage on Strength-based attack rolls, 6. Telekinetic Ray. If the target is a creature, it must
Strength checks, and Strength saving throws. succeed on a DC 14 Strength saving throw or the
Death Throes. When the beholder dies, it explodes in a beholder moves
it up to 30 feet in any direction. It is
burst of ice. Each creature within 10 feet of it must restrained by the ray's
telekinetic grip until the start of
make a DC 14 Dexterity saving throw, taking 10 (3d6) the beholder's next turn or
until the beholder is
cold damage on a failed save, or half as much damage incapacitated.
on a successful one. Liquids in the area are frozen solid If the target is an object weighing 300 pounds or less
for one minute. that
isn't being worn or carried, it is moved up to 30
feet in any
direction. The beholder can also exert fine
Actions control on objects
with this ray, such as manipulating a
simple tool or opening a
door or a container.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 14 (4d6) piercing damage. Legendary Actions
The beholder can take 3 legendary actions, using the
Eye Ray
option 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. The beholder uses one random eye ray.