Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (3d6) piercing damage.
Raze
1. Paralyzing Ray. The targeted creature must succeed on a DC 12 Constitution saving throw or be paralyzed for 2 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened for 2 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 12 Constitution saving throw, taking 16 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take 16 (4d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
Description
A magical aberration, the result of a Beholder who failed metamorphosis and became a deformed Aberrant Eye. Slightly crazed, less intelligent and far more aggressive than full Beholders, Aberrant Eyes have snaking tendrils with paralytic Eye Stalks at the end.
Does the eye have hover?