Gazer |
Solitary, Tiny, Magical, Hoarder, Terrifying |
Bite (d8 damage), or Eye Rays |
12 HP |
0 armor |
Hand, Near |
Special Qualities: Darkvision, Aggressive, Mimicry |
Formed from the feverish dreams of a Beholder, the scale and perspective of the creature was warped by its delirium. Gazers often serve as familiars for evil spellcasters, when they aren't spying for their makers. Instinct: To protect the powerful
- Shoots two magical eye rays at random, choosing one or two targets it can see.
- Dazing Ray: The targeted creature must succeed on a Defy Danger (WIS) roll or be charmed until the gazer is otherwise occupied. While the target is charmed in this way, it takes a -1 ongoing on any strength or dexterity related rolls.
- Fear Ray: The targeted creature must succeed on a Defy Danger (WIS) roll or be frightened until the gazer is otherwise occupied.
- Frost Ray: The targeted creature must succeed on a a Defy Danger (WIS) roll or take 8 (2d6) cold damage.
- Telekinetic Ray: If the target is a creature that is humanoid sized or smaller, it must succeed on a Defy Danger (STR) roll or be pushed up to 30 feet directly away from the gazer.