Behelder

***Behelders' true origins are largely unknown. Most believe them to be a sort of end point for Beholder: what one becomes when it dreams it has grown old. Maybe they're just what happens when a dreaming Beholder has a nightmare about aging.***

## Behelder

*Large Aberration, Chaotic Evil*

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AC: 15

HP: 187 (25d10+50

Speed: 30 feet fly (hover)

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Ability Scores
 +2

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**Saving Throws:** Intelligence +8, Wisdom +12, Charisma +8

**Damage Resistances:** Fire, Cold, Lightning, Thunder, Acid, Slashing, Piercing, Bludgeoning

**Damage Immunities:** Psychic, Necrotic, Poison

**Condition Immunities:** Charmed, Frightened, Prone

**Senses:** Truesight 120 feet, blindsense 60 feet, passive perception 16

**Languages:** Understands deep speech but does not speak

**Challenge:** 14

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**Temporal Radiation:** The air surrounding the Behelder in a 120 foot radius is permeated with temporal radiation. Whenever a creature starts their turn in this aura, it must make a constitution save (DC 20), taking 3d10 necrotic damage on a failed save and half as much on a success. For each minute a creature spends in the presence of a Behelder, it ages one month.

**Behelder's Gaze:** The Behelder's Gaze manifests as a 60 foot cone in which time stops. Nothing, including the Behelder, can influence anything caught in the cone. It may move this cone once on each of its turns.

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ACTIONS

**Field of Temporal Manipulation:** The Behelder uses three of the following abilities on creatures within 60 feet of it, chosen at random by rolling a d10. To use this ability it does not need to move or speak. Then it uses its Time Heals All Wounds ability, if available.

1. **Time Shunt:** The target is shunted 1d4 rounds forward in time, reappearing in the spot it left at the start of the final turn.
2. **Bend Time:** The target is slowed as per the spell *Slow* until the end of its next turn.
3. **Forgetfulness:** The target must make an intelligence save (DC 20) or have its memories ravaged by time, taking 6d8 psychic damage and having its proficiency bonus reduced to 0 on a failed save and taking half as much damage on a success. This effect lasts until the creature takes a long rest.
4. **Feebleness:** The target must make a strength save (DC 20) or have its muscles enfeebled, taking 5d10 necrotic damage and reducing its strength score by 1d4 and taking half as much damage on a success. This effect lasts until the creature takes a long rest.
5. **Frailty:** The target must make a constitution save (DC 20) or be weakened by age. On a failed save, the target's constitution score is reduced by 1d6 and its max hit points reduced accordingly. This effect lasts until the creature takes a long rest.
6. **Impedance:** The target must make a dexterity save (DC 20) or be hindered by joint pain and arthritis. The target reduces its dexterity score by 2d4. While its score is reduced in this way, it also subtracts 2d4 from all weapon attack rolls, physical ability checks, and physical saving throws. This effect lasts until the creature takes a long rest.
7. **Dimentia:** The target must make a wisdom save (DC 20) or be lost in nonsensical trains of thought, taking 8d6 psychic damage and reducing its wisdom score by 1d4 on a failed save and taking half as much damage on a success. While its wisdom score is reduced in this way, it subtracts 1d4 from all spell attack rolls, mental ability checks, and mental saving throws it makes. This effect lasts until the creature takes a long rest.
8. **Break Will:** The target must make a charisma save (DC 20) or lose its will to live, reducing its charisma score by 10. While its charisma is reduced in this way, it cannot regain hit points, cast spells, use magic items, or channel divinity. This effect lasts until the creature finds a new reason to live.
9. **Time Wither:** The target ages by 5d10 years. This effect can only be removed by a *Wish*, has no effect on immortal creatures, and kills the target instantly if the aging surpasses the creature's average lifespan.
10. **Unmake:** The target must make a save using its highest save bonus (DC 20). On a failure, it decreases in age by 1d12 years and experiences the benefits of a long rest. If this de-aging decreases the target's age to 0, it dies and all living creatures forget it ever existed. On a success, it regains half its maximum hit points and loses any levels of exhaustion it had.

**Time Heals All Wounds (recharge 5-6):** The Behelder regains 25 hp.

REACTIONS

The Beholder has 1 reaction each turn, which it may use in response to anything. It turns its gaze.

LEGENDARY ACTIONS

The Behelder has 3 legendary actions, which it may use at the end of any other creature's turn.

**Manipulate Time:** The Behelder uses a random one of its Field of Temporal Manipulation abilities.

**Give Me a Second:** The Behelder stops time for 1d4+1 rounds as per *Time Stop*.

**Look Around (Costs 2 actions):** The Behelder turns its gaze.