| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 13 | +1 | +5 |
| CON | 19 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +5 |
| WIS | 15 | +2 | +2 |
| CHA | 15 | +2 | +6 |
Magic Resistance. The eyeless has Advantage on saving throws against spells and other magical effects.
Spider Climb. The eyeless can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Wasting Aura. The eyeless emanates an aura in a 10-foot Emanation. Constitution Saving Throw: DC 16, any creature that starts its turn in the aura. Failure: 18 (4d8) Necrotic damage plus 14 (4d6) Poison damage, and the target gains 1 Exhaustion level. Success: Half damage only. Failure or Success: A Humanoid killed by this damage rises as a Shadow at the start of its next turn.
Multiattack. The eyeless uses Eye Ray and makes two attacks, using Rend or Slam in any combination.
Rend. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage plus 9 (2d8) Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target has Disadvantage on saving throws.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Bludgeoning damage plus 7 (2d6) Acid damage. If the target is a creature, it is pushed up to 15 feet straight away from the eyeless, and it has the Prone condition.
Eye Ray. Dexterity Saving Throw: DC 16, one creature the eyeless can see within 120 ft. Failure: 11 (2d10) Force damage plus 11 (2d10) damage of a type chosen by the eyeless: Cold, Fire, or Thunder. Success: Half damage.
Psychic Blast (Recharge 5-6). Intelligence Saving Throw: DC 16 each creature in a 30-foot Emanation originating from the eyeless. Failure: 39 (6d12) Psychic damage, and the target has the Stunned condition until the end of its next turn. Success: Half damage only.
Detect Magic. The eyeless casts Detect Magic, requiring no spell components, and using Constitution as the spellcasting ability.
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