Tiny Aberration, Neutral Evil
AC 13    Initiative +3 (13)
HP 13 (3d4 + 6)
Speed 30 ft.
Mod Save
STR 3 −4 −4
DEX 17 +3 +3
CON 14 +2 +2
Mod Save
INT 3 −4 −4
WIS 10 +0 +0
CHA 7 −2 −2
Skills Perception +4, Stealth +5
Immunities Prone
Senses Darkvision 60 ft; Passive Perception 14
Languages None
CR 1/2 (XP 100; PB +2)
Traits

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.

Actions

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 d4s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:

1- Sleep Ray. This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

2- Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.

3- Psychic Ray. The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) psychic damage.

4- Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Bonus Actions

Aggressive. The gazer moves up to its speed toward a hostile creature that it can see.

Description

A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.  They are territorial, eat bugs and small animals, and are known for playing with their food. They will avoid picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill.

Cinder's gazer has been following her since the day she escaped the clutches of a Beholder known as Manxim.  Manxim, the most powerful Beholder in the Western Highlands and a member of the Zhentarim, has put a bounty on the head of Cinder.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/25/2026 9:34:58 PM
5
2
1
Coming Soon

Monster Tags: aberration

ForelorneHope

Comments

Posts Quoted:
Reply
Clear All Quotes