Medium Humanoid
Armor Class 13 leather armor
Hit Points 40 (9d8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws INT +6, WIS +5
Skills Investigation +4, Perception +4
Senses Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

All-Seeing Eye. The Camera Czar cannot be surprised and no attack may gain advantage against them.

Spellcasting. The Camera Czar is a 9-level spellcaster. Its spellcasting ability is INT (spell save DC 15, + 7 to hit with spell attacks). The Camera Czar has following wizard spells prepared:
Cantrips (at will): minor illusion, true strike, blade ward 
1st level (4 slots): alarm, cause fear, magic missile, snare
2nd level (4 slots): arcane lock, blindness/deafness, mind spike, see invisibility
3rd level (3 slots): counterspell, intellect fortress, protection from energy
4th level (3 slots): arcane eye, banishment, stoneskin
5th level (1 slot): mislead

Actions

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 

Eye Rays. The Camera Czar shoots one of the following magical eye rays at random (roll 1d10), choosing one target it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed by the camera czar for 1 minute, or until the camera czar harms the creature. At the end of their turn the creature can reroll the saving throw, ending the effect on a success
2. Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
3. Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened 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.
4. Slowing Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature it must succeed on a DC 15 Strength saving throw or the camera czar moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the camera czar's next turn or until the camera czar is incapacitated.
7.Sleep Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it.
8. Petrification Ray. The targeted creature must make a DC 15 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 22 (5d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
10. Death Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw or take 32 (5d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

makarirm

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