Menu Close

Beholster

Ammonomicon Entry

“Sphere of Many Guns”

A fiend from the deep. The Beholster wields six guns simultaneously, with each more fearsome than the last. Its great eye is capable of emitting a beam of great energy, but it cannot turn quickly while firing.

My kids have been playing Enter the Gungeon which is a rogue like that asks the question “what if the monsters in a D&D dungeon had guns?” and then proceeds to answer it.  One of the iconic bosses is the beholster based on our good friend the beholder.  Since this is a monster that would go well with Expedition to the Barrier Peaks or The Iron Gods Adventure Path here is your 5e conversion.

THE BEHOLSTER

Large aberration, lawful evil

Armor Class 19 (natural armor)
Hit Points 180
Speed 0 ft., fly 20ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3)

Saving Throws lnt +8, Wis +7, Cha +8

Skills Perception +12, Cybertheurgy +5

Condition Immunities prone Senses

Senses darkvision 120 ft ., passive Perception 22

Languages Deep Speech, Undercommon

Challenge 13 (10,000 XP)

Antimagic Cone. The beholster’s central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns , the beholster decides which way the cone faces and whether the cone is active. The area works against the beholster’s own attacks only if they are magical.

ACTIONS                                         
BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.
Gun Rays. The beholster has six tentacles it uses to manipulate various weapons to attack with.  It may shoot three of the following weapons at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it.  Whenever a three of a kind is rolled the beholster automatically uses its Death Ray addition to its other attacks.
1. Hand flamer. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 2d10 fire damage igniting any flammable objects for ongoing 1d10 fire damage.
2. Stun Gun. The targeted creature must succeed on a DC 16 Constitution saving throw or be stunned 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. Dartcaster. The targeted creature must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. While poisoned the target is also frightened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Lasgun. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) radiant 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.
5. Grenade Launcher.  All creatures in the area of effect – a 20 ft. spherical blast radius- must make a DC 16 Constitution or Dexterity saving throw (depending on damage type), taking 36 (8d8) damage on a failed save, or half as much damage on a successful one.  The damage type is determined by the loaded grenade.
6. Vilani Psionic Amplifier. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet 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 feet 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.
Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

LEGENDARY ACTIONS                                         

The beholster can take 3 legendary actions, using the Gun 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.

Gun Ray. The beholder uses one random gun.


Banner Art: The Beholsterby JamesTechno998

Posted in Dungeons & Dragons

Leave a Reply