Beholder Zombie

Large Undead, Neutral Evil
Initiative -1 (9)
AC 15
HP 93 (11d10 + 33)
Speed 5 ft., Fly 20 ft. (hover)
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
14
+2
+2
Dex
8
-1
-1
Con
16
+3
+3

Int
3
-4
-4
Wis
8
-1
+2
Cha
5
-3
-3

Immunities Poison; Exhaustion, Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands Deep Speech and Undercommon but can't speak
CR 5 (XP 1 800; PB +3)

Traits

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. 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. Constitution Saving Throw: DC 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. Wisdom Saving Throw: DC 14. Failure: 13 (3d8) Psychic damage, and the target has the Frightened condition until the end of its next turn.

  3: Enervation Ray. Constitution Saving Throw: DC 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. Dexterity Saving Throw: DC 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.

Zombies animated from the corpses of beholders retain some use of those monsters' magical eyestalks. These hovering corpses rely on their magic to destroy impediments and paralyze foes, allowing them to savage foes with their rotting maws. Magic-using beholders typically raise these abominations from the corpses of defeated rivals.
Habitat: Planar (Shadowfell), Underdark, Urban
Monster Manual 2024

  1. DnD 5.5 Monsters › Beholder Zombie