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 of speech it has heard, in any language. 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 10, +2 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 (rounded up) when it finishes a short rest. It knows the following spells:
Cantrips (at will): vicious mockery
Bite. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 1 piercing damage.
Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 10 meters of it:
Dazing Ray: The targeted creature must succeed on a Difficulty 10 Will 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.
Frost Ray: The targeted creature must succeed on a Difficulty 10 Reflex saving throw or take 10 (3d6) cold damage.
Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a Difficulty 10 Reflex saving throw or be moved up to 5 meters directly away from the gazer. If the target is an object weighing 5 kilos or less that isn’t being worn or carried, the gazer moves it 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 container.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.