Huge Aberration (Half-Dragon), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 290 (52d10 + 30)
Speed 40 ft., Fly 90 ft., Climb 40 ft.
STR
23 (+6)
DEX
20 (+5)
CON
23 (+6)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws STR +11, CON +11, CHA +7
Skills Athletics +12, Perception +11, Stealth +11
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Paralyzed, Petrified
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Deep Speech, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Antimagic Cone. The beholder dragon'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 dragon decides which way the cone faces and whether the cone is active. The area works against the beholder dragon's own eye rays.

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

Actions

Multi-attack
The beholder dragon may use its Frightful Presence if it chooses and then makes three attacks; one with its bite and two with its claws.

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.

Bite Melee Weapon Attack: +12 to hit, 10-ft range, one target. Hit: 4d6+6 piercing damage

Claw Melee Weapon Attack: +12 to hit, 5-ft range, one target. Hit: 2d6+6 bludgeoning damage

Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Eye Rays. The beholder shoots three of the following magical eye rays at random, 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 minute, or until the beholder harms the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  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 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 36 (8d8) necrotic damage. If this damage reduces the target to 0 hit points, it dies.

Legendary Actions

The beholder dragon 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 dragon uses one random eye ray.

Claw Melee Weapon Attack: +12 to hit, 5-ft range, one target. Hit: 2d6+6 bludgeoning damage

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Lair Actions

  • Magma erupts from a point on the ground the beholder dragon 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 beholder dragon. Each creature other than the beholder dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • An eye opens on a solid surface within 60 feet of the beholder dragon. One random eye ray of the beholder dragon shoots from that eye at a target of the beholder dragon's choice that it can see. The eye then closes and disappears.

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

Monster Tags: Beholderaberration

Habitat: MountainUnderdark

Macguarnieri

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