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Beholder Zombie

Large undead, Neutral Evil

Armor Class 15

Hit Points 93 (11d10 + 33)

Speed 5 ft., fly 20 ft.

STR 14 (+2)
DEX 8 (-1)
CON 16 (+3)
INT 3 (-4)
WIS 8 (-1)
CHA 5 (-3)

Saving Throws WIS +2

Damage Immunities poison

Condition Immunities exhaustion, poisoned, prone

Senses Darkvision 60 ft., passive Perception 9

Languages understands Deep Speech and Undercommon but can't speak

Challenge 5

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 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. m +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 DC 14. 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 DC 14. 13 (3d8) Psychic damage, and the target has the Frightened condition until the end of its next turn.
  • 3: Enervation Ray

    con DC 14. 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. Half damage only.
  • 4: Disintegration Ray

    dex DC 14. 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. Half damage. If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.

Source

Monster Manual (2024), p. 347