Tiny aberration, neutral evil
- Armor Class 14
- Hit Points 10 (3d4 + 3)
- Speed 0 ft., fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-6) | 19 (+4) | 12 (+1) | 2 (-4) | 9 (-1) | 6 (-2) |
- Saving Throws Wis +1
- Skills Perception +3, Stealth +6
- Condition Immunities prone
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 1/4 (100 XP)
Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
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. {@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}1 piercing damage.
Eye Rays. The young gazer shoots one of the following magical eye rays at random, choosing one target it can see within 60 feet of it:
- 1. Dazing Ray. The targeted creature must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the start of the gazer’s next turn. While the target is {@condition 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 11} Wisdom saving throw or be {@condition frightened} until the start of the gazer’s next turn.
- 3. Frost Ray. The targeted creature must succeed on a {@dc 11} Dexterity saving throw or take 9 ({@damage 2d8}) 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.