Magical detection. The main eye of this gazer can see magic around it as if It cast detect magic.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 3) piercing damage
Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:
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1: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 9 (3d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
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2: Debilitating Ray. The target must succeed on a DC 14 Constitution saving throw or take 3 (1d6) thunder damage and become incapacitated until the end of its next turn.
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3: Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 7 (2d6) force damage and be pushed up to 60 feet away from the gazer.
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4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.
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5: Paralyzing Ray. The target must succeed on a DC 14 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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6: Death Ray. The target must make a DC 14 Dexterity saving throw, taking 9 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.
Aggressive. The gazer moves up to its speed toward a hostile creature that it can see.
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