Gazer

Gazer

Tiny aberration
Challenge

STR
−4
DEX
3
CON
2
INT
−4
WIS
2
CHA
−2

13
3d4+6
15
Fort
+2
Ref
−1
Will
+1
Condition immunities prone

Speed 0 m., fly 5 m. (hover)
Skills Deception −1 (10), Perception +3 (14), Psionics +3 (14), Stealth +4 (15)
Senses darkvision 10 m.

Aggressive. Once on its turn, the gazer can move up to its speed toward a hostile creature that it can see.

Mimicry. The gazer can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Insight check opposed by the gazer’s passive Deception.

Spellcasting. The gazer uses Psionics (wis) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: beguile, friends

Actions (1)

Bite. Melee Weapon Attack: −3 to hit. Hit: 1 piercing damage.

Eye Rays (1/turn). The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two creatures it can see within 10 meters of it:

  1. Dazing Ray: The creature must succeed on a Difficulty 12 Will saving throw or be charmed by the gazer until the end of its next turn. While charmed in this way, its speed is halved, and it has disadvantage on skill checks.

  2. Fear Ray: The creature must succeed on a Difficulty 12 Will saving throw or be frightened by the gazer for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  3. Frost Ray: The creature must make a Difficulty 12 Reflex saving throw. On a failure, the creature takes 9 (2d8) cold damage and is slowed 1. On a success, a creature takes half as much damage and isn’t slowed.

  4. Telekinetic Ray: The creature must succeed on a Difficulty 12 Reflex saving throw or the gazer moves it up to 5 meters in any direction. It is restrained by the ray’s telekinetic grip until the start of the gazer’s next turn or until the gazer is incapacitated. If the target is an object weighing 150 kilos or less that isn’t being worn or carried, it is moved up to 5 meters in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Far Realm, Underdarkvgtm

Spells

concentration, 1 minute/mana

As an action, you beguile a creature within 10 meters who can hear you to ignore an ally. The creature must make a Will saving throw, which it does with advantage if the ally is fighting it.

On a failure, it is charmed by one of your allies within 5 meters of it for the duration.

The spell ends if the chosen ally attacks, damages, or attempts to negatively effect the charmed creature in any way.

As a reaction, which you use when you make a Persuasion check, your words become more enticing. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.