Large Monstrosity, Neutral Evil
Armor Class 18 Natural Armour
Hit Points 180 (19d10 + 76)
Speed 0 ft., Fly 30 ft. (hover)
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +6, CHA +7
Skills Perception +6, Survival +6
Damage Resistances Force
Damage Immunities Necrotic, Radiant
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 16
Languages Understands Draconic but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Aeorian Hunter. A dark experiment brought to life by mages from the flying city of Aeor during the Age of Arcanum. The Aeorian Projector shares all the traits of other Aeorian Hunters found on Page 282 of "Explorers Guide To Wildemount"

Magical Projection Cone. The Projector's central eye creates an area of saturated magic, in a 150-foot cone. All objects and creatures within the cone become magical whilst they remain within it, additionally all damage originating from within the cone has its damage type changed to force damage.

A creature that attempts to cast a spell whilst within the cone suffers 5 (1d10) force damage and must succeed on a Constitution saving throw with a DC equal to 10 plus the spell level being cast or the creature's spell fails and has no effect. At the start of each of its turns, the Aeorian Projector decides which way the cone faces and whether the cone is active.

Magic Resistance. The Projector has advantage on saving throws against spells and other magical effects. 

Actions

Multiattack. The Projector makes a Bite attack and uses its Eye Rays.

Bite. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit 14 (3d6 + 3) Piercing damage and 7 (2d6) force damage.

Eye Rays. The Projector fires three of the following magical eye rays at random (re-roll duplicates), choosing one to three targets it can see within 150 feet of it.

1. Banishment Ray. A ray of pure white light engulfs the targeted creature. The targeted creature must succeed on a DC 16 Charisma saving throw or be banished to a random location on its home plane for 1 minute, the targeted creature may repeat the save at the end of each of its turns ending the effect on a success. Once the effect ends the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

2. Spore Dart. An eyestalk fires a small needle like projectile that bursts into a cloud of blue spores on impact. The targeted creature must make a DC 20 Dexterity saving throw, on a pass the dart is avoided on a fail the creature takes 1 point of piercing damage and 10 (1d20) cold damage, the creature must then make a DC 11 Constitution saving throw or become infected with Frigid Woe.

3. Mind-Scrub Ray. A stream of prismatic energy erupts from an eyestalk and plunges into the head of the targeted creature. The targeted creature must make a DC 16 Intelligence saving throw, the creature takes psychic damage equal to the result. On a success if the targeted creature is a spellcaster, until it finishes a long rest it forgets and is unable to cast a spell of the Projector's choice.

4. Surprise Pseudopod. An eyestalk tenses and swells in size before suddenly shooting out an unnatural length flailing and battering wildly at the target creature. The targeted creature must make a DC 16 Strength saving throw. On a fail the targeted creature is knocked prone and receives 10 (2d6+3) bludgeoning damage and 3 (1d6) force damage. On a success the creature is not knocked prone and receives half the damage instead.

5. Concussive Blast. The Projector unleashes a disorienting blast of built up magical energy upon its foe. The targeted creature is knocked 5 feet directly away from the Projector and must succeed on a DC 16 Constitution saving throw. If it fails until the end of the target creature's next turn its speed is halved. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both.

6.Telekinetic Ray. An eyestalk fixes its attention on the target and reaches out with invisible telekinetic force. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the Projector moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the Projector's next turn or until the Projector is incapacitated.

If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The Projector can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container.

7. Bubble of True Darkness. From an eyestalk a black bubble inflates before being flung outwards to envelop the targeted creature's head. The targeted creature must make a DC 16 Wisdom saving throw. If it fails, the target is blinded and deafened for 1 minute, the targeted creature may repeat the save at the end of each of its turns ending the effect on a success.

8. Petrification Ray. An eyestalk bathes the targeted creature's body in a sickly yellow light. The targeted creature must make a DC 16 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. Dissection Ray. A barely controlled ray of searing laser like flame wildly slices at the targeted creature. The targeted creature and any other creatures within 5 ft. of the targeted creature must make a DC 16 Dexterity saving throw or take 9 (2D8) Fire damage, halved if the save was successful. If this damage reduces a creature to 0 hit points, the creature dies and its body is dismembered.

10. Purging Beam. An eyestalk projects a beam of glittering silver energy that engulfs the targeted creature burning it with magical energy. The targeted creature must make a DC 16 Wisdom saving throw. It takes 16 (3d10) force damage on a failed save, or half as much damage on a successful one. If the targeted creature is fiendish in nature or descent it suffers an additional 33 (6d10) radiant damage, halved if the save was successful. If the targeted creature is celestial in nature or descent the creature suffers an additional 33 (6d10) lightning damage, halved if the save was successful.

Description

Nobody knows what possessed the Aeor to experiment on beholders to create the creatures known as Projectors, some say it was in desperation during the time of The Calamity, others say it was a rogue sect of mages that pushed their arcane experimentation too far even by the standards of the Aeor. Some arcane scholars even theorize they may have been birthed from the nightmares of a beholder captured and tortured by the Aeor. In truth all that is known is the results. 

Aeorian Projector's are vibrantly colored balls of arcane hardened flesh, atop the body sits a fearsome mouth ringed with lamprey teeth, below is a singular eye that projects a cone of extremely concentrated magical energy that suffuses all the Projector gazes upon and makes the wielding of magic tumultuous and unstable. About the creatures body protrude numerous eyestalks.

Whereas most beholders are able to speak, chortle evilly and command minions a Projector cannot. Its lacks personality, ambition and even the capacity to dream or talk. They are the antithesis of all that a beholder is and a manifestation of how far one can fall. They are both hated and feared in equal measure by other beholders as proof they can be dominated, enslaved and molded by the will of others.

A Projector attacks with absolute aggression, closing distance with creatures within its gaze and relying on its resilient form to protect it. Up close a Projector will methodically try to use its intimidating maw to bite and consume those it gets close too whilst its eyestalks spit out destructive rays of magical power about any others it has engaged. They are methodical and relentless and will not retreat or slow their assault until either they or their enemies are dead.

Upon death a Projector's body melts into multicolored ichor and it's central eye crystallizes, leaving behind an unnerving yet beautiful prize, at a DM's discretion it may retain it's magical projecting properties. As the Projectors body liquefies the Players may also find the items of the creatures past victims falling from soup that was once its stomach.

Frigid Woe

A creature struck with The Projectors Spore dart may become infected with the disease known as Frigid Woe. A full description of the disease can be found on page 125 of "Explorer's Guide to Wildemount "

If a creature is infected the symptoms manifest in 1d4 days. The symptoms take the form of chills, fatigue, and blue veins that start to slowly spread across the creature's body. Once the symptoms manifest the creature's speed is reduced by 5ft. Every ten days after symptoms manifest an infected creature must make a DC 11 constitution saving throw or its speed is reduced by another 5 feet. If the creature's speed is reduced to 0 as a result of the disease it dies, its body becoming a frozen statue of ice.

The disease cannot be treated or cured by conventional or magical means. The only known cure is an antidote of milky white liquid stored in gold vials that can be found among the Aeorian ruins scattered across Eiselcross. An infected creature that drinks the antidote is instantly cured of the effects and symptoms of the disease.

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Monster Tags: Misc CreatureBeholdermonstrosity

Habitat: ArcticMountainUrban

The_Mighty_Thanquol

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