Large Aberration, Typically Neutral Evil
Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 0 ft., fly 40 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +7, WIS +6
Skills Perception +8, Stealth +6
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 18
Languages Deep Speech, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/day). If the dragon fails a saving throw, it can choose to succeed instead.

Undead Nature. The eyedrake doesn't require food or drink.  The eyedrake does not breathe.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Eye Ray Failure.  Necromantic magic interferes with the eyedrakes ability to control it's eye rays.  Roll 1d100, on a 40 or higher the eye ray is successful.  On a 39 or lower, the eye ray fails to activate.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

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 14 Constitution saving throw. On a failed save, the target takes 17 (5d6) 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 14 Constitution saving throw or take 7 (2d6) thunder damage and become incapacitated until the end of its next turn.

3: Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 14 (4d6) force damage and be pushed up to 60 feet away from the eyedrake.

4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

5: Paralyzing Ray. The target must succeed on a DC 14 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.

6: Death Ray. The target must make a DC 14 Dexterity saving throw, taking 28 (8d6) 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.

Legendary Actions

The eyedrake can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The eyedrake regains spent legendary actions at the start of its turn.

Bite Attack. The eyedrake makes a bite attack.

Eye Ray Attack (Costs 2 Actions). The eyedrake attempts to make an eye ray attack.  On a failed d100 roll, this only uses 1 legendary action.

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.

Undead eyedrakes were killed in battle and raised by powerful necromantic magic.  The magic that reanimates is so powerful that it interferes with the innate magic and self control of the eyedrake.  This makes them unstable and unpredictable in battle.

JRtheBurninator

Comments

Posts Quoted:
Reply
Clear All Quotes