Homebrew Awakened Gazer Species Details

Description

Gazers resembled the beholder who had dreamed them into being with only minor differences. They possessed only four eyestalks rather than ten, and were only 8 inches (20 centimeters) across.

Behavior

Gazers would follow their creators around like aggressive puppies, stalking their lairs looking for vermin to kill. They were not violent towards each other and were capable of cooperation. They could not be tamed by other people and would violently fling people away who tried to touch them. They preyed on and bullied any creature weaker than them.

Wild gazers, after losing or being driven off by their creators, were territorial nuisances who hunted for small game in their area. Larger creatures who entered their territory were pestered and bothered until they left, although they would flee if challenged. On the rare occasion gazers worked together in a pack, they would team up against larger creatures, and become much more dangerous.

Society

Beholders found the antics of gazers amusing and would often keep them as pets. They might also create small holes within their lairs to make it easier for the gazers to move around. They could also bond with spellcasters of other races but were very hard to magically control or tame. This was easier to do if the spellcaster was a bully, who made constant use of his powers in an oppressive matter

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.
Aggressive. As a bonus action the gazer can move up to its speed toward a hostile creature that it can see.
Bite. Unarmed attacks do piercing damage
Limbless.  immune to the Prone condition.

Eye Rays

Eye Rays. As a bonus action, the gazer shoots one of the following magical eye rays, choosing a target it can see within 60 feet of it:

1: Dazing Ray. You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

2: Disintegration Ray. You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

3: Frost Ray. A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

4: Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a saving throw vs your spell save DC or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less 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, opening a container or using weapons.

Awakened Gazer Traits

This creature has been awakened, its innate powers have gotten stronger...

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