Huge Aberration, Typically Lawful Evil
Armor Class 19 (natural armor)
Hit Points 200 (18d12 + 108)
Speed 0 ft., Fly 50 ft.
STR
23 (+6)
DEX
12 (+1)
CON
22 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +5, CON +10, WIS +6, CHA +8
Skills Perception +10, Stealth +9
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Unusual Nature. The ancient eyedrake doesn't require food or drink.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) acid damage

Antimagic Breath (Recharge 5-6). The ancient eyedrake emits a magic wave in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 54 (12d8) force damage on a failed save, or half as much damage on a successful one. Every spell of 4th level or lower ends on creatures and objects of the ancient eyedrake’s choice in that area.

Eye Rays. The ancient 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: Paralyzing Ray. The target must make a DC 18 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.

2: Frightening Ray. The target must make a DC 18 Wisdom saving throw. On a failed save the target takes 21 (6d6) psychic damage and the target is 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. On a successful save, the target takes half as much damage with no additional effects.

3: Slowing Ray. The target must make a DC 18 Dexterity saving throw. On a failed save the target takes 22 (4d10) lightning damage and 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. On a successful save, the target takes half as much damage with no additional effects.

4: Sleep Ray. The target must make a DC 18 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. 

5: Fire Ray. The target must make a DC 18 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

6: Hindering Ray. The target must make a DC 18 Constitution saving throw. On a failed save, the target takes 22 (5d8) cold damage, and is hindered by ice formations, becoming restrained for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. On a successful save, a creature takes half as much damage and with no additional effects.

7: Repulsion Ray. The target must make a DC 18 Strength saving throw or take 22 (5d8) radiant damage and be pushed 60 feet away from the ancient eyedrake. On a successful save, the target takes half as much damage with no additional effects.

8: Sapping Ray. The target must make a DC 18 Constitution saving throw or take 21 (6d6) necrotic damage and disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage with no additional effects. The target dies if the ray reduces it to 0 hit points

Golden_Pug

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