Lightning Absorbtion. When the all-eye-seer is hit with an attack that does lightning damage, the amount of damage the attack was supposed to do is now added to the all-eye-seer’s health as temporary health points.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) piercing damage.
Eye Rays. The all-eye-seer shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
- Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
- Paralyzing Ray. The target must succeed on a DC 13 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.
- Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
- Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
- Lightning Ray. The target must make a DC 15 Dexterity saving throw or take 4d8 Lightning damage. If succeeded, the target take 1d8 lightning damage.
Create Food and Water. The all-eye-seer magically creates enough food and water to sustain itself for 24 hours.
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Description
The all-eye-seers are descendants of beholders and spectators, having notable features such of flying and eye stalks. These creatures harness the power of kinetic energy and fire it at their opponents. The common last words adventurers might hear are “Rest in pieces” as these aberrations are known to tear up their victims as a sign of power.
Lair and Lair Actions
Lair Description. An all-eye-seer’s lair is usually nested in a cave. Inside the cave are many traps, mind games, and puzzles. Once reaching the heart of the cave, they are greeted with a gluttonous feast. Read “Create Great Feast”. The heart of the cave is adorned in humanoid appendages and other pieces of flesh and organs. The lair of these creatures only allows them to create one action:
Create Great “Feast”. The all-eye-seer magically creates an illusion that there is a great feast waiting for adventurers upon entering it’s lair on a failed DC 10 Wisdom save, but there is really just a table will rotten body parts and appendages.
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