Dhodhurxecs

> "I barely speak this language of my dad, but I know the words "I," "will," "decimate," and "you.""
>
> Dhodhurxecs saying to the player after the player entered on his floor in Xan's Tower

## Dhodhurxecs

A depiction of Dhodhurxecs inside Xan's Tower in Hel, being challenged by a lone warrior.

### Relatives

Cichbus (deceased father)
Zervisseth (older half-brother)
Rephescal (older brother)

### Affiliation

The Bosses Of Hellspawn (created living armor),
Cichbus' Helmed Horror (made by his father),
The Devil Golem (made by his father)
Xan (servant)

## Physical description

### Eye color

Can shift from Purple to Red

***Dhodhurxecs*** *(pronounced duh-hod-her-zecks),* is a beholder, who fights for ***Xan***. He is the ***second, of the Bosses of Hellspawn***.

## ***In-Game Stats***

### ***Challenge Rating, AC, HP, Speed, Modifiers and Saving Throws***

* **Challenge:** 13 (10,00 XP)
* **Armor Class:** 18
* **Hit Points:** 95-266 (19d10+76)
* **Speed:** 0ft, fly 20ft (hover)

* **STR:** 10 (+0)
* **DEX:** 14 (+2)
* **CON:** 18 (+4)
* **INT:** 17 (+3)
* **WIS:** 15 (+2)
* **CHA:** 17 (+3)

* **Saving Throws:** **INT** +8, **WIS** +7, **CHA** +8
* **Skills:** Perception +12

### ***Resistances, Immunities, Senses, and Languages***

* **Condition Immunities:** prone

* **Senses:** darkvision 120ft, passive Perception 22

* ***Antimagic Cone:*** ***Dhodhurxecs'*** central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of his turns, ***Dhodhurxecs*** decides which way the cone faces and whether the cone is active. The area works against ***Dhodhurxecs'*** own eye rays.

* **Languages:** Deep Speech, Undercommon, Common

### ***Actions***

* ***Bite*** *(Melee Weapon Attack):* +5 to hit, reach 5 ft., one target. *Hit:* 14 (4d6) piercing damage.
* ***Eye Rays:*** ***Dhodhurxecs*** shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets he can see within 120 feet of him:
	1. ***Charm Ray**:* The targeted creature must succeed on a DC 16 ***Wisdom*** **Saving Throw** or be charmed by ***Dhodhurxecs*** for 1 hour, or until ***Dhodhurxecs*** harms the creature.
	2. ***Paralyzing Ray**:* The targeted creature must succeed on a DC 16 ***Constitution*** **Saving Throw** or be paralyzed 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. ***Fear Ray:*** The targeted creature must succeed on a DC 16 ***Wisdom*** **Saving Throw** or be frightened 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.
	4. ***Slowing Ray:*** The targeted creature must succeed on a DC 16 ***Dexterity*** **Saving Throw**. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
	5. ***Enervation Ray:*** The targeted creature must make a DC 16 ***Constitution*** **Saving Throw**, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
	6. ***Telekinetic Ray:*** If the target is a creature, it must succeed on a DC 16 ***Strength*** **Saving Throw** or ***Dhodhurxecs*** moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of ***Dhodhurxecs'*** next turn or until ***Dhodhurxecs*** 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. ***Dhodhurxecs*** can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
	7. ***Sleep Ray:*** The targeted creature must succeed on a DC 16 ***Wisdom*** **Saving Throw** or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
	8. ***Petrification Ray:*** The targeted creature must make a DC 16 ***Dexterity*** **Saving Throw**. On a failed **Save**, the creature begins to turn to stone and is restrained. It must repeat the **Saving Throw** at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
	9. ***Disintegration Ray:*** If the target is a creature, it must succeed on a DC 16 ***Dexterity*** **Saving Throw** or take 45 (10d8) force 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 non-magical 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.
	10. ***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***

***Dhodhurxecs*** can take 3 legendary actions, using the ***Eye Ray*** option below. It can take only one legendary action at a time and only at the end of another creature’s turn. ***Dhodhurxecs*** regains spent legendary actions at the start of its turn.

* ***Eye Ray:*** ***Dhodhurxecs*** uses one random eye ray.