Eyespie
Large aberration, chaotic neutral
Armor Class 14 (pele ocular instável)
Hit Points 135 (18d10 + 36)
Speed 25 ft., walkclimb 25 ft.
| STR 10 (+0) |
DEX 12 (+1) |
CON 16 (+3) |
INT 8 (−1) |
WIS 10 (+0) |
CHA 18 (+4) |
Saving Throws Con +6, Cha +7
Skills Perception +6, Deception +7, Persuasion +7
Damage Resistances force, psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Common
Challenge 7 (2,900 XP) | PB +3
Traits
Aberrant Perception.
The eyespie has advantage on Wisdom (Perception) checks. It perceives creatures through vibration, motion, heat, and attention shifts. As a result, it cannot be surprised.
Nonstandard Anatomy.
The eyespie is immune to features that rely on striking vital points or exploiting flanking. It is immune to Sneak Attack damage, immobilisation, and similar effects at the DM’s discretion.
Conviction Shapes Reality.
If the eyespie believes that a condition or effect is currently affecting it, that condition becomes real.
As an action, a creature the eyespie can hear may attempt a Charisma (Persuasion or Deception) check contested by the eyespie’s Wisdom (Insight). On a success, the eyespie gains one condition for 1 minute:
- Restrained
- Frightened
- Prone
- Incapacitated
- Or another simple, immediate condition
If convinced it is dead, the eyespie gains Ontological Denial.
Ontological Denial.
While under this condition, the eyespie is incapacitated, has speed 0, and appears as an inert skeleton. This condition ends immediately if it takes damage, feels pain, or is convinced it is alive.
Lair Action
On initiative count 20 (losing initiative ties), while in its lair, the eyespie can manipulate the battlefield if it can see the area.
The eyespie declares with certainty one of the following phrases:
- “I Spy… Spikes.”
- “I Spy… Grease.”
A visible area within 60 feet becomes one of the following (eyespi e’s choice):
- Difficult terrain
- Slippery terrain (as the grease spell)
- Sudden jagged blades erupt from surfaces (treat as hazardous difficult terrain)
The effect lasts until initiative count 20 of the next round.
Actions
Multiattack.
The eyespie uses three Eye Rays.
Eye Ray.
Magical ray, 120 ft. Roll 1d6:
- I Spy Fire Ray. DC 15 Dex save, 28 (8d6) fire damage, half on success.
- I Spy Hold Ray. DC 15 Wis save or restrained until end of next turn.
- I Spy Move Ray. Teleport target up to 30 ft. to a visible space.
- Reality Flicker. No effect.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 16 (2d10 + 5) piercing damage.
Bonus Actions
Self-Perceptive Reinforcement (Recharge 5–6).
Regains 22 (4d8 + 4) HP and ends one condition.
If a creature states with conviction that the healing failed, the eyespie must succeed on a DC 15 Wis save or the healing has no effect.
Reactions
Mistaken Identity.
When called a beholder, roll 1d4. On a 4, its central eye becomes an Antimagic Cone until the start of its next turn.
Antimagic Cone.
30-foot cone, functions as antimagic field, with the following changes:
- The eyespie cannot use Eye Rays while active
- The eyespie can see normally inside the cone
- If outside magical darkness, it is blinded
Description
An eyespie resembles a floating mass of circular flesh, threaded with exposed optic nerves that trail into thick, twitching tentacles. A wide, horizontal mouth opens beneath its body, while a thin stalk holds a restless, narrating eye that bends reality according to what it believes it sees.
It does not understand the world.
It merely agrees with it.


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