Armor Class
16
Eyedrake
Large Aberration · Lawful Evil
Hit Points
119 (14d10 + 42)
Speed
Walk, Fly 30 ft. ((hover))
CR
8
Traits
Unusual Nature
The eyedrake doesn't require food or drink.
Actions
Bite
Melee Weapon Attack +6 to hit, reach 10 ft., one target. 13 () Piercing damage.
Antimagic Breath Recharge 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 () 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:
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1: Freezing Ray
The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 17 () 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.
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2: Debilitating Ray
The target must succeed on a DC 14 Constitution saving throw or take 7 () Thunder damage and become until the end of its next turn.
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3: Repulsion Ray
The target must succeed on a DC 14 Strength saving throw or take 14 () Force damage and be pushed up to 60 feet away from the eyedrake.
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4: Fire Ray
The target must make a DC 14 Dexterity saving throw, taking 21 () Fire damage on a failed save, or half as much damage on a successful one.
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5: Paralyzing Ray
The target must succeed on a DC 14 Constitution saving throw or be 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.
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6: Death Ray
The target must make a DC 14 Dexterity saving throw, taking 28 () 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.
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list
list-hang-notitle
1: Freezing Ray
The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 17 () 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.
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2: Debilitating Ray
The target must succeed on a DC 14 Constitution saving throw or take 7 () Thunder damage and become until the end of its next turn.
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3: Repulsion Ray
The target must succeed on a DC 14 Strength saving throw or take 14 () Force damage and be pushed up to 60 feet away from the eyedrake.
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4: Fire Ray
The target must make a DC 14 Dexterity saving throw, taking 21 () Fire damage on a failed save, or half as much damage on a successful one.
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5: Paralyzing Ray
The target must succeed on a DC 14 Constitution saving throw or be 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.
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6: Death Ray
The target must make a DC 14 Dexterity saving throw, taking 28 () 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.
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