Homebrew Gazer Species Details
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. The beholder can see through the gazer’s eyes and uses it to spy on enemies as well as its other minions.
A gazer can’t speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. A lone gazer avoids 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.
Gazer Traits
A Gazer is a manifestation of a beholder, who can’t talk but can mimic sounds.Beholder Body
As a Gazer, you are a manifestation of a Beholder’s dreams. Your body resembles a beholder, with 4 eye stalks, a single eye, and a round body. Your size is tiny, your creature type is aberration, and you cannot wield weapons or wear armor. You have no legs, so your walking speed is zero, but you have a flying (hover) speed of 30 feet. But you have natural weapons. You gain a bite attack, which deals 1+your strength modifier piercing damage. You also gain 4 eye rays, which can be used as an action to fire at a target you can see within 30ft of you. These are fired at random. Roll 2d4 when using these. Reroll duplicates. Fire the numbers that you get.
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
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. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 3d6 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 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 or opening a container.
Aggressive
As a bonus action, you may move up to your speed towards a hostile creature you can see.
Mimicry
. You 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.
Ability Score Increase
As a Gazer, due to being part beholder, you are paranoid, however dumber than most since you are formed of a simple dream. You are nimble, durable, and have average perception, but are weak in the ability to lift things. You gain a +3 bonus to dexterity, a +2 bonus to constitution, a -4 bonus to strength and intelligence, and a -2 bonus to charisma.
Darkvision
Due to your many eyes, you are superior at seeing things than most. You have Darkvision for 60ft.
Hover
Due to the fact that you always hover, you can’t fall down. You gain immunity to the prone condition.
Comments