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.







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Posted Apr 14, 2023Does the eye have hover?