Large Aberration, Any Evil Alignment
Armor Class 16 Natural
Hit Points 180 (19d10 + 76)
Speed 20 ft., Hover
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +6, WIS +5
Skills Perception +8
Condition Immunities Prone
Senses Passive Perception 22
Languages Deep Speech, Telepathy 120 feet
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Plane Jaunt. As a bonus action, the Void-Watcher can shift its location to any other plane of existence, including things like the astral sea or ethereal plane. The Void-Watcher has precise control over where it will end up down to the exact spot, (largely due to the trait bellow), however, it cannot travel to or from an area subject to antimagic, such as one within an antimagic field.

Omniscient gaze. The Void-Watcher’s central eye has a sight though to be all-pervasive. It has the capacity to wholly observe more or less any plane at every moment, usually directing its focused sight on where it’s at, the place it’s going to or came from if it plans to return, while the rest of reality on the plain around itself is in its “peripheral vision”. (Note that this does not make it all-knowing and immune to being trapped or tricked). The Void-Watcher cannot be surprised while it is still conscious and can observe anything almost anywhere.

Many eyes(3/day). If the creature fails a saving throw against an effect that would make it become  blinded, it can choose to succeed instead, taking one fewer legendary actions each turn for each time it has used this ability.

Eyestalks. If the Void-Watcher is dealt a critical hit, it must lose the use of one of its eye rays of the attacker’s choice that it has seen the Void-Watcher use.

Budding demise. When the Void-Watcher dies, each peripheral eye tears itself free and levitates away as a newborn Void-Watcher (size: tiny, Ac 13, 7 hp) with only a single eye ray that acts on its parents initiative. Their pupils and irises stretch and divide into several as they develop the astral jaunt ability within 1d4 turns. Two of the eyes will not possess a ray, unless the Void-Watcher was dealt a critical hit, in which case they will inherit the eye ray of the lost eyestalk.

Actions

 

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 14 (4d6) [piercing] damage. 

Eye Rays.

The void-viewer shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  • 1. Fear Ray. The targeted creature must succeed on a DC 14 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.

  • 2. Slowing Ray. The targeted creature must succeed on a DC 14 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.

  • 3. Searing slice Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more loses an extremity (target’s choice), or a limb on a critical failure. 

  • 4. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw or the void-viewer moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the void-viewer's next turn or until the void-viewer 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 feet in any direction. The void-viewer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

  • 5. Sleep Ray. The targeted creature must succeed on a DC 14 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.

  • 6. Petrification Ray. The targeted creature must make a DC 14 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.

  • 7. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 27 (6d8) 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.

  • 8. Paralysis Death Ray. The targeted creature must succeed on a DC 14 constitution saving throw or take 55 (10d10) necrotic damage and become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending this effect on a success. The target dies if the ray reduces it to 0 hit points.

 

Legendary Actions

The Void-Watcher can take 3 legendary actions, choosing from the options bellow. The Void-Watcher regains all spent legendary actions at the start of its turn.

Eye-Ray. The Void-Watcher shoots one random eye ray at the end of another creature’s turn.

Description

These beholders are far more docile than their usual brethren, although they sometimes do indulge in attacking unsuspecting people using cross-plane hit and run tactics for fun. They appear similar to your typical Eye-Tyrant, with the exception of their central eye, which, although faded white, clearly possesses the outline of multiple pupils and irises on it pointing in different directions. It is thought that this eye is what gives these creatures the ability to view and navigate the vast quantities of planes simultaneously.
Void-Watchers rarely ever stay on one plane for an extended period of time, usually no more than a couple minutes or maybe hours at a time, always on the move from one plane to the next, though they might stay in the ethereal or astral plane for as long as  maybe half a day at most, or sometimes longer if they’re recovering from injury.

Despite possessing ten eyestalks, the Void-Watchers have only eight types of eye rays. 

Monster Tags: Beholderabberationaberration

Buckettsmcgee

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