Beholder, Eye of the Deep

Large aberration, lawful evil

Armor Class

18 (natural armor)

Hit Points

144 (16d10+48)

Speed

0 ft., swim 30ft.

Saves

Int +4, Wis +5, Cha +5

Skills

Perception +5

Condition Immunities

prone

Senses

darkvision 120 ft.

Languages

Aquan, Deep Speech

Challenge

8

Amphibious

The eye of the deep can breathe air and water.

Blinding Cone

The eye of the deep's central eye emits a 120-foot cone of blinding light. At the start of each of its turns, the eye of the deep decides which way the cone faces and whether the cone is active. Creatures that start their turn in the cone must make a successful DC 14 Constitution saving throw or be blinded until the beginning of their next turn.

Actions

Multiattack

The eye of the deep makes three melee 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.

Pincers

Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 11 (2d6+4) slashing damage

Eye Rays

The eye of the deep shoots both of its magical eye rays, choosing targets for each it can see within 120 feet of it. 1. Paralyzing Ray. The targeted creature must succeed on a DC 13 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. Slowing Ray. The targeted creature must succeed on a DC 13 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.