Cone of Hypnotism. Zaunter emits a 150ft magical cone, he can determine the direction and weather or not it is activated at the start of his turn. targets who start their turn in this cone must make a DC 17 Wisdom saving throw or else they become restrained, if a target ends their turn in this cone they must make another DC 17 Wisdom saving through or take 4d10 Psychic damage or half as much on a successful save.
Fluid Body. whenever Zaunter moves he gains the benefits of a disengage action, is not effected by difficult terrain, and can move through a space as small as 6 inches.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Innate spellcasting. 2/per day, Invisibility
Eye Rays. The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:
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Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed for 1 hour, or until the death tyrant harms the creature. Creatures may repeat the save at the end of each turn.
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Paralyzing Ray. The targeted creature must succeed on a DC 17 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 itself on a success.
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Fear Ray. The targeted creature must succeed on a DC 17 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.
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Slowing Ray. The targeted creature must succeed on a DC 17 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.
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Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
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Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of the death tyrant’s next turn or until the death tyrant 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. Zaunter can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
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Sleep Ray. The targeted creature must succeed on a DC 17 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. This ray has no effect on constructs and undead.
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Petrification Ray. The targeted creature must make a DC 17 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.
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Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
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Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Hypnotic Burst. Zaunter releases a burst of psychic energy causing everyone within 120ft of him to make a dc 17 saving throw or else be teleported 40 feet away in a random direction.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Zaunter has 4 legendary actions.
Eye ray (1 action): Zaunter uses one random eye ray
Description
A Beholder who's skin rapidly changes color and takes on a ferro-fluid appearance. has 10 eye-stalks that randomly appear and disappear, the eye is a large black pit and the teeth are all stained black in its mouth. seems almost fluid when it glides around.
Lair and Lair Actions
Eye Swarm (recharge 5-6):
at the start of Zaunter's turn Zaunter produces 2d4 + 2 Peepers.
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