Beholder Zombie

Large Undead, Neutral Evil
MM'24

AC 15

HP 93 (11d10 + 33)

Speed 5 ft., fly 20 ft. (hover), (hover)

STR

14 (+2)

Save +2

DEX

8 (-1)

Save -1

CON

16 (+3)

Save +3

INT

3 (-4)

Save -4

WIS

8 (-1)

Save +2

CHA

5 (-3)

Save -3

Saving Throws WIS +2

Immunities Poison

Condition Immunities Exhaustion, Poisoned, Prone

Senses Darkvision 60 ft., Passive Perception 9

Languages understands Deep Speech and Undercommon but can't speak

CR 5

Traits

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions

Multiattack. The zombie uses Eye Rays twice.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (4d6 + 2) Piercing damage.

Eye Rays. The zombie randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d4; reroll if the zombie has already used that ray during this turn): 1: Paralyzing Ray: con 14. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. 2: Fear Ray: wis 14. Failure: 13 (3d8) Psychic damage, and the target has the Frightened condition until the end of its next turn. 3: Enervation Ray: con 14. Failure: 10 (3d6) Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. Success: Half damage only. 4: Disintegration Ray: dex 14. Failure: 27 (5d10) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.