Eyespy
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 eyespy 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 eyespy 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 eyespy believes that a condition or effect is currently affecting it, that condition becomes real.
As an action, a creature the eyespy can hear may attempt a Charisma (Persuasion or Deception) check contested by the eyespy’s Wisdom (Insight). On a success, the eyespy gains one condition for 1 minute:
- Restrained
- Frightened
- Prone
- Incapacitated
- Or another simple, immediate condition
If convinced it is dead, the eyespy gains Ontological Denial.
Ontological Denial.
While under this condition, the eyespy 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 eyespy can manipulate the battlefield if it can see the area.
The eyespy 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 eyespy uses three Eye Rays.
👁️ Eye Ray
Magical ray, 120 ft. The Eyespy fires three rays each turn. Roll 1d6 for each ray:
1 – I Spy Hurt Ray
The target must succeed on a DC 15 Dexterity saving throw or take 28 (8d6) damage of a random type: fire, cold, thunder, acid, poison, or bludgeoning, piercing, or slashing (DM’s choice or roll).
On a successful save, the target takes half damage.
This damage counts as magical for the purpose of overcoming resistance and immunity.
2 – I Spy Hold Ray
The target must succeed on a DC 15 Wisdom saving throw or become Restrained until the end of its next turn.
3 – I Spy Move Ray
The target is magically teleported up to 30 feet to a visible, unoccupied space of the Eyespy’s choice.
4 – Reality Flicker
Roll 1d4:
-
Nothing happens.
-
A harmless, useless object appears in an adjacent space.
-
The target hears a faint childlike giggle, causing no mechanical effect.
-
The terrain briefly warps, creating minor visual distortion with no mechanical effect.
5 or 6 – Dungeon Master’s Choice
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 eyespy 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 eyespy cannot use Eye Rays while active
- The eyespy can see normally inside the cone
- If outside magical darkness, it is blinded
Description
An eyespy 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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