Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Eye Rays. The gazer shoots two of the following magical eye rays at random (roll two d6s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1- Taunt Ray. The target creature must succeed on a Wisdom saving throw or be forced to target Averax on their next turn. If the creature is unable to do so for any reason, they may attack their next target but do so with disadvantage.
2- Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened until the start of the gazer’s next turn.
3- Luring Ray. The target must succeed on a Strength saving throw or take 1d4 lightning damage and be pulled up to 15ft closer to the Gazer.
4- Cursed Ray. The target must succeed on a Charisma saving throw or subtract 1d4 from their next saving throw.
5- Slowing Ray. The target must succeed on a Dexterity saving throw or take 1d6 Cold damage and their movement speed is reduced by half.
6- Enervation Ray. The target must succeed on a Constitution saving throw or take 3d6 necrotic damage.
Aggressive. The gazer moves up to its speed toward a hostile creature that it can see.
Description
**The Gazer saving throws from the Eye Rays scale off of Averaxs Save DC**
Lair and Lair Actions
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/2/2023 10:27:14 PM
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14
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1
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1
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Coming Soon
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