Magic Resistance. The black eyes has advantage on saving throws against spells and other magical effects.
Sleepless Fey. The black eyes cannot sleep and instead may take long rests by spending 4 hours doing light or no activity. They cannot be put to sleep by mundane or magical means.
Shapechanger. The black eyes can use its action to polymorph into a small or medium humanoid, the height, build, and other features of which it chooses, or back into its true form, which is a small humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Strange Presence. The black eyes constantly gives off a strange and unsettling aura that numbs the minds and dulls the focus of those around it. All creatures that aren't fey, undead, or constructs within 30 feet take a -3 penalty to ability checks. Additionally, while within 30 feet of the black eyes, creatures fail to notice the eye color of the black eyes; if a creature attempts to focus on the black eyes' eye color, it must succeed on a DC 14 Wisdom saving throw or be unable to determine the eye color. After a creature moves 30 feet away from the black eyes and attempts to recall the black eyes appearance, they remember the black eyes' eye color without issue. Creatures that are immune to being charmed are immune to these effects.
Tongues. The black eyes can understand any language while within 30 feet of the speaker, and can magically be understood by all creatures that can speak at least one language. When the black eyes speaks while within 30 feet of a creature, that creature believes the black eyes is speaking in Common, or their native language if the creature does not speak Common.
Law of Hospitality. The black eyes is magically forbidden from entering the dwelling of a creature without permission. Until the black eyes receives permission from a creature within a dwelling that is not another black eyes, they are blocked by a wall of arcane force from entering. If an effect would push the black eyes into a dwelling without permission, it instead hits the wall of force; if an effect would teleport the black eyes into a dwelling without permission, the effect fails to teleport the black eyes. Permission to enter a dwelling lasts for 24 hours until permission must be received again.
Aversion to Incense. Whenever the black eyes is within 30 feet of a source of burning incense, it becomes poisoned until moves more than 30 feet from it.
Aversion to Silver. Whenever the black eyes is hit by a silvered weapon or otherwise touches silver, it automatically takes 4 (2d4) acid damage and transforms into its true form. Additionally it cannot use its action to change shape, cannot take reactions, moves at half speed, and has disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn.
Aversion to Thunder. Whenever the black eyes takes thunder damage it becomes stunned until the start of its next turn. It also has disadvantage on saving throws against becoming frightened by loud noises.
Multiattack. The black eyes makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) slashing damage.
Psychic Gaze (Recharge 5-6). All creatures that can see the black eyes within a 20 foot cone originating from the black eyes must succeed on a DC 14 Intelligence saving throw or take 12 (6d4) psychic damage, or half that on a success, and become stunned until the end of their next turn; the black eyes regains a number of hit points equal to half the damage dealt by this effect.
Charming Voice. One creature that can hear the black eyes within 30 feet must succeed on a DC 14 Wisdom saving throw or become charmed by the black eyes for 10 minutes. While charmed in this way, a creature considers the black eyes a close friend and will comply with most commands the black eyes gives it. If the black eyes commands a charmed creature to do something the creature believes to be harmful to itself, harmful to friend or ally, or goes against a strongly held personal belief or moral code, the creature may remake the save, ending the charmed condition on a success; on a failure, the creature must comply with the order. Once a creature succeeds on the saving throw, it cannot be charmed by this effect again for 24 hours.
Quick Reactivity. Whenever the black eyes is missed by an attack, it may use its reaction to immediately make a claw attack and move up to half its movement; when the black eyes moves in this way, opportunity attacks have disadvantage.
Description
Black eyes are humanoid fey creature's that take the form of other humanoids to hunt prey, often taking the form of children or young adults. While in their true form, they resemble small grey bipedal creatures with elongated limbs and no hair. In all their forms, they bear pupil-less, pitch-black eyes, though their victims may not realize this detail at the time due to the mind-altering powers of the black eyes. While formidable when encountered unprepared, black eyes also have key weaknesses and aversions that can be exploited effectively to neutralize their power.
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