Huge Monstrosity, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 0 ft., Fly 20 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +11, CON +18, INT +13, WIS +11, CHA +15
Skills Perception +19, Stealth +7
Damage Immunities Fire
Condition Immunities Prone
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 26
Languages Common, Deep Speech, Draconic, Undercommon
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the Ancient Red Draconic Beholder fails a saving throw, it can choose to succeed instead.

Antimagic Cone. The Ancient Red Draconic Beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

Actions

Multiattack. The Ancient Red Draconic Beholder can use its Frightful Presence. It then uses its Bite and Fire Breath

Frightful Presence. Each creature of the Ancient Red Draconic Beholder's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Fire Breath (Recharge 5–6). The Ancient Red Draconic Beholder exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Eye Rays. The Ancient Red Draconic Beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder 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 the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder 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. The beholder 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 nonmagical 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

The Ancient Red Draconic Beholder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ancient Red Draconic Beholder regains spent legendary actions at the start of its turn.

Eye Ray. The Ancient Red Draconic Beholder uses one random eye ray.

Detect. The Ancient Red Draconic Beholder makes a Wisdom (Perception) check.

Lair and Lair Actions

An Ancient Red Draconic Beholder’s Lair

An Ancient Red Draconic Beholder’s central lair is typically a large, spacious cavern within high mountains or hills with volcanic or geothermal activity are highly prized Ancient Red Draconic Beholder lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over an Ancient Red Draconic Beholder as it sleeps. Often their caves have high ceilings, where it can attack without fear of closing to melee range.

Throughout the lair complex, servants’ erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

 

Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Red Draconic Beholder takes a lair action to cause one of the following effects; the Ancient Red Draconic Beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

 

  • Magma erupts from a point on the ground the Ancient Red Draconic Beholder can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the Ancient Red Draconic Beholder. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the Ancient Red Draconic Beholder can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • 50-foot square area of ground within 120 feet of the Ancient Red Draconic Beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the Ancient Red Draconic Beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the Ancient Red Draconic Beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the Ancient Red Draconic Beholder. One random eye ray of the Ancient Red Draconic Beholder shoots from that eye at a target of the Ancient Red Draconic Beholder’s choice that it can see. The eye then closes and disappears.

The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

 

 

Regional Effects

The region containing an Ancient Red Draconic Beholder’s lair is warped by the Ancient Red Draconic Beholder’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
  • Creatures within 1 mile of the lair sometimes feel as if they’re being watched when they aren’t.
  • When the Ancient Red Draconic Beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that are not on anyone’s person.

 

If the Ancient Red Draconic Beholder dies, these effects fade over the course of 1d10 days.

Habitat: HillMountainUnderdark

SoMythicGamer

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