Large Monstrosity, Unaligned
Armor Class 14 Natural Armor
Hit Points 150 (20d10 + 40)
Speed 30 ft., Climb 30 ft.
STR
15 (+2)
DEX
17 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
16 (+3)
CHA
8 (-1)
Skills Perception +5, Stealth +6
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 13
Languages Common This monster understands Common, but cannot speak it.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Spider Climb. The Oculus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Playback. The Oculus can display anything it has ever witnessed upon its iris. It can use this to report information to its masters, or to communicate with others should the need arise.

Cowardly. The Oculus prefers to stick to the shadows and avoid combat when it can. If it is spotted or attacked, it will try to impede its pursuers and escape before resorting to outright combat. If it is significantly injured, it will attempt to retreat in the direction of the last body of pure water it regenerated in.

Aqueous Regeneration. As the day progresses, the Oculus begins to dry, and loses moisture. In order to counteract this, the Oculus must remain stationary and fully submerge itself in totally pure water for 2 hours each day. While submerged, it gains 3 additional AC, vulnerability to cold and lightning damage and resistance to all other damage except psychic, thunder and necrotic. After staying submerged for 2 hours, the Oculus loses any negative conditions, including disease, and regains all of its hit points. Should the Oculus submerge itself in impure water, it must spend 4 times as long in order to regain hit points. The Oculus gains no additional AC or damage resistances while in impure water, and cannot cure itself of disease. Should the Oculus fail to submerge itself by the end of the day, it gains two levels of exhaustion and must spend 6 hours submerged the next day.

Strange Nature. The Oculus does not need to breathe or eat to survive.

Actions

Multiattack. The Oculus makes two attacks: either two Forearm Slashes or two Chromatic Bolts.

Forearm Slash. The Oculus slashes with its spiny forearms. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit:  18 (3d8 + 3) slashing damage and the target must make a DC 12 Constitution saving throw, taking 15 (2d8 + 5) poison damage on a failed save, or half as much on a successful one.

Chromatic Bolt. The Oculus emits a ring-shaped bolt of energy from its iris. Ranged Weapon Attack: +7 to hit, range 10/80 ft., 1 target. Effect on hit depends on iris color.

  • Blue Iris: 27 (4d10 + 5) Lightning damage.
  • Brown Iris: 27 (4d10 + 5) Force damage.
  • Green Iris: 27 (4d10 + 5) Acid damage.
  • Grey Iris: 27 (4d10 + 5) Cold damage.
  • Purple Iris: 27 (4d10 + 5) Psychic damage.
  • Yellow Iris: 27 (4d10 + 5) Fire damage.

Engulf. The Oculus may initiate this action on any one creature within five feet. The creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the Oculus. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the Oculus enters the creature's space, and the creature takes 21 (6d6) poison damage and is engulfed. The engulfed creature can't breathe, can't see, is restrained, and takes 10 (3d6) poison damage at the start of each of the Oculus' turns. When the Oculus moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Oculus.

Frightening Imagery. The Oculus displays frightening imagery upon its iris. Any creature within 15 ft. and with a line-of-sight to the iris must make a DC 15 Wisdom saving throw. On a fail, that creature becomes frightened. On any subsequent turns when the creature does not have line-of-sight to the Oculus, it may, as an action, attempt a DC 13 Wisdom saving throw to break free of the condition.

If the Oculus frightens at least one creature with this action, it may immediately take the move action, even if it has already moved this turn.

Bonus Actions

Viscous Tears. The Oculus emits up to two blobs of a viscous and sticky fluid each turn. The fluid forms into 5x5 feet puddles that are 1 foot deep. Should a creature, excluding the Oculus itself, step into a puddle, it becomes restrained. On any subsequent turn, the creature may, as an action, attempt a DC 15 Strength saving throw to escape the puddle. The puddle may also be directly attacked. (Puddle Stats: AC 12; hp 20; vulnerability to cold damage; immunity to bludgeoning, poison, and psychic damage)

Description

When an individual needs to lay low, that individual must make sure they know when people are coming over. In such a scenario, they may opt to create an Arachnoid Oculus to serve as their eyes in the field. An Arachnoid Oculus consists of eight massive spider legs affixed to one enormous eyeball. Its one purpose is to surveil an area and report its findings back to its master. It sticks to the shadows, out of sight of its quarry, and avoids confrontation whenever possible. This does not mean it cannot defend itself against attackers when the need arises, however.

WillyMammoth101

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