DUMB DECISION TTRPG · Library

Eyedrake

Large aberration, Lawful Evil

Armor Class 16 (natural armor)

Hit Points 119 (14d10 + 42)

Speed fly 30 ft.

STR 16 (+3)
DEX 10 (+0)
CON 16 (+3)
INT 14 (+2)
WIS 14 (+2)
CHA 16 (+3)

Saving Throws CON +6, WIS +5

Skills Perception +8, Stealth +6

Condition Immunities prone

Senses darkvision 120 ft., passive Perception 18

Languages Deep Speech, Draconic

Challenge 8

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

Actions

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

Antimagic Breath (Recharge 5–6). The eyedrake emits a magic wave in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 39 (6d12) force damage on a failed save, or half as much damage on a successful one. Every spell of 3rd level or lower ends on creatures and objects of the eyedrake's choice in that area.

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.

Source

Fizban's Treasury of Dragons, p. 199