Gargantuan Aberration, Unaligned
Armor Class 22 Natural Armor
Hit Points 513 (30d20 + 270)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
29 (+9)
DEX
14 (+2)
CON
29 (+9)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +16, DEX +9, CON +16
Skills Perception +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Dimensional Carapace. Any time the Beholder Dragon is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, roll a d6. On a 6 the spell hits for full damage, on a 4-5 it hits for half damage, and on a 1-3 the spell is transported into the demi plane and targets a random creature within the space instead.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Any attack can be replaced with one of its Eye Rays.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: (2d10 + 9) piercing damage plus (3d6)force damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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.

Banishing Breath (Recharge 5-6). The dragon exhales a torrent of dark void energy from its mouth in a 90 foot cone. All creatures within the space must mace a DC 24 Constitution Saving Throw or take 84 (24d6) force damage (half on a success). Then they must make a DC 20 Charisma Saving Throw or be banished to the dragon’s demiplane. Those who failed on the Constitution Save must make the Charisma Save with disadvantage. The only way for a creature to escape the demiplane is through either spells like planeshift, succeeding on a Charisma Saving Throw (DC= 20 - # of turns spent in the dimension) at the end of their turn, or being reduced to zero hit points.

Eye Ray. The dragon shoots one of its magical eye rays targeting one creature it can see within 120 feet of it:

1. Maddening Ray The target must make a DC 19 Intelligence Saving Throw or gain one effect from the Short Term Madness Table.

2. Telekinetic Ray The target must make a DC 22 Strength Saving Throw or be shoved 60 feet away from the dragon. If the creature collided with anything that would stop it, the creature takes 23 (5d8) force damage.

3. Charming Ray The target must make a DC 21 Charisma Saving Throw or be charmed by the dragon for 1 minute. The target may repeat this saving throw whenever it takes damage, and the effect ends completely if the target takes damage from the dragon.

4. Disintegration Ray The target must make a DC 21 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.

5. Exhaustive Ray The target must make a DC 18 Constitution Saving Throw or gain a point of exhaustion.

6. Death Ray The target must make a DC 21 Dexterity Saving Throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The dragon can take 4 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 dragon regains spent legendary actions at the start of its turn.

Eye Ray (Costs 1 Action). Beholder Dragon shoots one of its magical eye rays targeting one creature it can see within 120 feet of it.

Void Step (Costs 1 Action). The dragon shifts through the gap in dimensional space up to half its movement without provoking opportunity attacks.

Temporal Shift (Costs 2 Actions). Beholder Dragon utilizes its inherit dimensional instability to shift either into or out of it's demiplane created by its Banishing Breath. 

Lair and Lair Actions

A collage of various landscapes and structures dot the area as just like the Beholder Dragon itself, it’s home consists of pieces of the planes it has picked up as it sails through the void between planes. Treasure and danger abound as the unstable landscape constantly shifts  and changes.

Lair Actions

On initiative count 20 (losing initiative ties), the Beholder Dragon takes a lair action to cause one of the following effects; the Beholder Dragon can’t use the same effect two rounds in a row or use an effect when it is outside of it’s demiplane:

  • Planar Intrusion: The dragon can at random invoke one of the following planes into a 20 foot square area. Only two planes may be invoked at one time, and cannot overlap. The planar effect lasts until another plane is invoked.
    • Fire: The ground turns to molten rock. All creatures who start their turn in the area take 2d10 fire damage. The area becomes difficult terrain for the duration.
    • Earth: The plates shift underneath. All creatures in the area must make a DC 17 Dexterity Saving Throw to not be submerged. On a failure the creature is completely submerged in the earth and is restrained, blinded, and deafened. A creature can use its action to dig themselves out from the rubble, and the area becomes difficult terrain for the duration.
    • Water: A torrential rain is summoned in the area 60 feet above. The area becomes heavily obscured, all nonmagical flames are extinguished, and if a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful DC 18 Constitution Saving Throw or lose concentration.
    • Air: The wind whips into flurries and summons 2d4 dust mephits per round active.
    • Pandemonium: The sharp winds of Pandemonium whip around the area. Any creatures that begin their turn can choose to make a DC 15 Strength Saving Throw to remain in the area, but must take 3d6 bludgeoning damage. If the creature either chooses to embrace the winds or fails, they get launched out of the area in a random direction.
    • The Nine Hells: The ground cracks open as lemures try to drag any creatures in the area down to the Nine Hells to take their place in torment. Any creatures that start their turn or move through the area must make a DC 17 Dexterity Saving Throw or become grappled. Their movement speed is immediately halted, but can use an action on their next turn to break free. Any creature that spends three turns or more grappled in the area must make a DC 20 Strength Saving Throw at the end of their turn or be dragged fully into the first layer of the Nine Hells.

Previous Versions

Name Date Modified Views Adds Version Actions
1/24/2022 4:28:16 AM
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2
1.1
Coming Soon
7/1/2022 7:38:28 PM
33
7
1.2
Coming Soon
Potterman

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