Magic Resistance. The Unoclus has advantage on saving throws against spells or other magical effects.
Illumination. The Unoclus sheds dim red-hued light in a 5 foot cube around the Unoclus's eye.
Sense Magic. The Unoclus can sense magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Immutable Form. The Unoclus is immune to any spell or effect that would alter its form.
Ominous Illumination. The Unoclus sheds red hued light in a 5 foot cube around the Unoclus's eye. Any creature that sees this light must make a DC 20 Wisdom saving throw. On a failed save, the target is frightened of the Unoclus for one minute. The target can reroll the saving throw at the end of its turns, ending the frightened condition on the target on a success.
Multiatttack. The Unoclus makes four attacks with its arms, then it makes an eye ray attack.
Arm. Melee Weapon Attack: +10 to hit, reach 5 feet., one target. Hit: 18 (2d10 + 7) slashing damage plus 5 (1d10) psychic damage.
Eye Rays. The Unoclus shoots up to three of the following magical eye rays at random (roll three d6s, and reroll duplicates), choosing one to three creatures it can see within 120 feet of it.
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Confusion Ray. The target must succeed on a DC 20 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
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Paralyzing Ray. The target must succeed on a DC 20 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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Psychic Ray. The target must succeed on a DC 20 Wisdom saving throw, taking 32 (5d12) psychic damage. Also, on a failed save, the target is frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the Unoclus is visible to the target, ending the effect on itself on a success.
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Radiant Ray. The target must make a DC 20 Constitution saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.
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Transport Ray. The target must make a DC 20 Charisma saving throw, being sent to a random plane of existence on a failure. On a success, the target takes 10 (4d4) psychic damage.
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Force Beam. The target must make a DC 20 Dexterity saving throw, taking 78 (12d12) force damage.
Spell Reflection. If the Unoclus makes a successful saving throw against a spell, or a spell attack misses it, the Unoclus can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the Unoclus. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
The Unoclus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Unoclus regains spent legendary actions at the start of its turn.
Eye Ray. The Unoclus makes one eye ray attack.
Description
No one knows where these constructs come from. Some say they are what happens when a Beholder dreams about being a construct. Others say they are corrupted forms of a Marut, although many people feel this belief is a little far-fetched though. An Unoclus looks like a mechanical Beholder without a mouth and its eyestalks are replaced by four arms with sharp claws. Its eye is a red floating pinprick in an otherwise empty eye socket. Its outer layer is black.
Lair and Lair Actions
Many Unoclus do not have lairs, typically moving around finding out more things. Some do though, and if they have one it is usually a completely dark cave or space that is quite large. They do not care what other features are in the lairs. Some also set traps in their lairs.
Lair Actions
On initiative count 20 (losing initiative ties), the Unoclus can take one of the following lair actions when in its lair; the Unoclus can't take the same lair action two rounds in a row:
Force Crush. The Unoclus chooses one spot within 120 feet of it. Each creature in a 20 foot radius of that point must make a DC 20 Dexterity saving throw, taking 31 (7d8) force damage on a failed save, or half as much on a successful one. A target that also failed its saving throw is also grappled and restrained by the force power for one minute.
Summon. The Unoclus summons 2d4 Spectators. These Spectators are allies of the Unoclus and follow its commands. When these Spectators are reduced to 0 hit points, they vanish.
Regional Effects
The region containing an Unoclus is warped by the creature's energy, creating one or more of the following effects:
Darkness. Within 5 miles of the lair, the land seems considerably darker and colder compared to the surrounding land.
Aberrant Attraction. Within 5 miles of the lair, Gauths and Gazers seem to be more common.
Whispers. Any creature seems to hear an ominous whispering within 1 mile of the lair. Every creature that hears the whispers must make a DC 20 Wisdom saving throw, becoming frightened of the Unoclus on a failure. Any creature that is frightened this way sees visions of the Unoclus and rolls a d6 at the start of its turn. If it rolls a 1 to 3, the creature acts as if it is under the Confusion spell.
If the Unoclus dies, these effects fade over the course of 2d12 days.
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