Large Swarm of Tiny aberrations, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 61 (15d4 + 30)
Speed 25 ft., Walk 0 ft.
STR
10 (+0)
DEX
15 (+2)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws WIS +2
Skills Perception +6
Damage Resistances Piercing
Condition Immunities Prone
Senses Darkvision 60ft, Passive Perception 14
Languages The languages their master knows
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

360º vision: the all-seer cannot be surprised by creatures coming from any side as it can see from all sides. can only be sneaked up by invisible creatures and camouflaged ones.

Actions

 

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 4) Piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Eye rays. The gazer shoots three of the following magical eye rays at random (reroll duplicates), Choosing one, two or three targets it can see within 60 feet of it:

1. Dazing Ray. The target creature must succed on a DC 14 Wisdom saving throw or be charmed in this way, its speed is halved, and it has disadvantage on attack rolls

2. Fear Ray. The targeted creature must suceed on a DC 14 Wisdom saving throw or be frightned until the start of the gazer's next turn.

3. Ice Ray. The targeted creature must suceed on a DC 14 Dexterity saving throw or take 16 (3d10) cold 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 move 30 feet directly away form the gazer.                      If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

5. Death Ray. The target must succeed on a DC 14 Constitution saving throw or take 26 5d10 Necrotic damage.

Bonus Actions

Disband:  the all-seer disbands into 10 gazers that hide and reform on the next turn. the gazers health is equal to 1/10 of the remaining health of the all-seer, with any leftover going to one of them.

Reactions

Punish: When a target makes an atack against the all-seer and misses the all-seer uses one of its eye rays randomly against the target.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

When Gazers get together in a formation to mirror their master's shape and size they for an all-seer with five rays.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Beholderaberration

SofrimentoAAAHHH1535

Comments

Posts Quoted:
Reply
Clear All Quotes