Gargantuan Dragon (Beholder), Chaotic Evil
Armor Class 26 Natural Armor
Hit Points 418 (38d20 + 342)
Speed 100 ft., Climb 40 ft., Walk 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
25 (+7)
Saving Throws DEX +9, CON +18, WIS +11, CHA +16
Skills Perception +20, Stealth +9
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Poisoned
Senses Blindsight, Darkvision, Truesight, Passive Perception 35
Languages Abyssal, Common, Draconic Common, Draconic, Abyssal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Perception +20 Stealth +9

Ghaunadar's Blessing. Coram has advantage on Wisdom Saves and perception checks

Spellcasting. Coram Rege is a 17-level spellcaster. Its spellcasting ability is Charisma (spell save DC 26, +12 to hit with spell attacks). Corma Rege can cast the following spells:

1/day Foresight, Reverse Gravity

3/day Eyebite Vitriolic Sphere

At will Shield, Haste, Mirror image

Frightful Presence: Each Creature of Coram’s choice that is within 120 feet and aware must make a Wisdom Save (DC 24) or become frightened for 1 minute.  A creature can repeat the saving throw at the end of its turn.  If a creature succeeds, they are immune to the fear for 24 hours.

Actions

Multiattack:  Coram can use its Frightful Presence.  It then makes five attacks, one with its bite and four with its claws.

Bite:  Melee Weapon Attack: +19 to hit, reach 15 ft., one target.  On a hit, deals 2d10+10 piercing damage plus 4d6 fire damage

Claw: Melee weapon attack: +19 to hit, reach 10 ft., one target.  On a hit deals 2d6+10 slashing damage

Tail: Melee Weapon attack, +19 to hit, reach 20 ft., one target.  On a hit deals 2d8+10 bludgeoning damage

Breath Weapon Ocular Inferno:  Recharges 5-6 Roll 3d10 of the rays, in addition anything in a 90 ft cone must make a DC 26 dex save or take 26d6 fire damage

Rays 

  1. Charm ray  (DC 24 Wisdom Save)  Charmed for an hour until Coram damages the creature
  2. Paralyzing ray (DC 24 Con Save) paralyized on a fail for 1 minute, repeat save end of turns.
  3. Dispelling Magic (DC 24 Dex Save) all magical buffs are removed if hit by this ray and magical items lose their properties for 1 round.
  4. Slowing ray (DC 24 Dex Save) speed is halved for 1 minute, can’t take reactions and can take either an action or bonus action, and make one attack.  Spells take twice as long to cast with.  Can repeat the save at the end of their turn but it’s Wis.
  5. Enervation ray (DC 24 Con Save)  Fail take 8d8 necrotic damage or half on a success
  6. Telekinetic ray (DC 24 Str Save) Coram can move any target they please that fails this save to a location of his choice within 120 ft.  The target is restrained until the beginning of Coram’s next turn.
  7. Sleep ray (DC 24 Wis Save) target falls asleep for one minute or until a teammate wakes them up. 
  8. Petrification ray (DC 24 Dex Save) Target begins to turn to stone, if fails 3 times total target is turned to stone.  On a success at all the effect ends.  If turned to stone only Greater Restoration level magic can remove the effect.
  9. Disintegration ray (DC 24 Dex Save) Takes 10d8 force damage, if target drops to 0 the entire body becomes a pile of fine grey dust.
  10. Death ray (DC 24 Dex Save) takes 10d10 necrotic damage on a fail save.  The target dies if this brings them to 0 hp.
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Coram can take 4 legendary actions, choosing from options below.  Only one legendary action option can be used at a time and only at the end of another creature’s turn.  Coram regains these at the start of his next turn.  

Detect:  Coram makes a Perception check

Tail attack:  Coram makes a Tail attack.

Wing Attack (Costs 2 Actions), Coram beats his wings.  Each creature within 15 feet of Coram must make a DC 26 Dex Save or take 2d6+10 bludgeoning damage and be knocked prone.  He then can fly up to half his flying speed.

Eye Ray:  Coram can use one of it’s Eye Rays.

Rest. Coram Rege regains his reaction

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Coram was not always a monstrous abomination.  He became this way when his daughter chose to follow a mere mortal man to a different country for the thing called “love”.  When she left Coram could not understand why and forced himself to abandon his metallic form.   After striking a deal with the entity known only as Ghaunadar, his wish was granted and he became a Red Dragon with a few more eyes.  He sought out the kingdom that his daughter moved to, but upon arrival discovered she had died in childbirth due to an unknown reason.  He fully succumbed to the power of Ghaunadar and became his avatar of destruction.  The island where he set up his lair was besieged by a thousand adventurers, three complete armies of men, and blessings of Eladeth after her ascension.  All of this could only seal the abomination away while losing 90% of their forces.  

monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Beholder

Habitat: Desert

Shockwave72theGuv

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