Unusual Nature. The eyedrake doesn't require food or drink.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (3d10 + 6) piercing damage.
Antimagic Breath (Recharge 6). The eyedrake emits a magic wave in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 58 (9d12) force damage on a failed save, or half as much damage on a successful one. Every spell of 3rd level or lower ends on creatures and objects of the eyedrake’s choice in that area.
Eye Rays. The eyedrake shoots three of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:
1: Freezing Ray. The target must make a DC 19 Constitution saving throw. On a failed save, the target takes 35 (10d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
2: Debilitating Ray. The target must succeed on a DC 19 Constitution saving throw or take 14 (4d6) thunder damage and become incapacitated until the end of its next turn.
3: Repulsion Ray. The target must succeed on a DC 19 Strength saving throw or take 33 (6d10) force damage and be pushed up to 60 feet away from the eyedrake.
4: Fire Ray. The target must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
5:Petrification Ray. The targeted creature must make a DC 19 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.
6: Death Ray. The target must make a DC 19 Dexterity saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.
7: Disintegration Ray. If the target is a creature, it must succeed on a DC 19 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.
8: Charm Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
The Greater Eyedrake 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. The beholder regains spent legendary actions at the start of its turn.
Eye Ray. The beholder uses one random eye ray.
Description
When a beholder contends with a dragon for power and wealth, its thoughts of its dragon rival can become deeply obsessive, eventually pervading the beholder's dreams. If the rivalry lasts long enough, these fevered dreams can manifest as an eyedrake—a beholder-like creature with draconic features.
An eyedrake resembles a winged draconic creature with no true limbs and a perpetually open mouth. Inside that mouth is a large eye that emits a breath-like wave of antimagic energy. The creature's wings are formed from multiple eyestalks, each of which can fire magical rays that combine aspects of a dragon’s breath weapon attacks and a beholder's eye rays.
An eyedrake left to its own devices exhibits much of the stereotypical behavior of a young dragon, attempting to establish a lair and a hoard. Driven by instinct to jealously defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own.
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