# Sasuko-y-Saso, Beholder-Kin **Armor Class** 15 (natural armor) **Hit Points** 60 (11d8 + 11) **Speed** 0 ft., fly 30 ft. (hover) **Stats** Str 8 (-1), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 15 (+2), Cha 14 (+2) **Saving Throws** Str +2, Dex +5, Con +4, Int +6, Wis +5, Cha +5 **Skills** Perception +8 ## Traits **Antimagic Cone.** The central eye creates a 90-foot cone of antimagic. At the start of each of its turns, the beholder-kin decides which way the cone faces and whether the cone is active. The area works against the beholder-kin's own eye rays. ## Actions **Bite.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage. **Eye Rays.** The beholder-kin shoots two of the following magical eye rays. Range on all rays is 90ft. 1. **Telekinetic Ray.** The target must succeed on a DC 14 Strength saving throw or be moved up to 30 feet in any direction. The beholder-kin can also target an object weighing up to 300 pounds that isn't being worn or carried. 2. **Slow Ray.** The target must succeed on a DC 14 Wisdom saving throw or have its speed halved and disadvantage on Dexterity saving throws 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. **Enervation Ray.** The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points. 4. **Blinding Ray.** The target must succeed on a DC 14 Constitution saving throw or be blinded 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. 5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one. 6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."