Avatar of the Lidless Eye (5e Creature)

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Avatar of the Lidless Eye[edit]

Large aberration, chaotic evil


Armor Class 16 (chain mail)
Hit Points 210 (20d10 + 100)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 20 (+5) 20 (+5) 17 (+3) 14 (+2)

Saving Throws Int +10, Wis +7
Skills Perception +13, Religion +15
Condition Immunities charmed, prone
Senses darkvision 120 ft., truesight 30 ft., passive Perception 23
Languages Common, Deep Speech
Challenge 14 (11,500 XP)


Antimagic Cone. The avatar's central eye creates an area of antimagic, as in the antimagic field spell, in a 140-foot cone. At the start of each of its turns, the avatar decides which way the cone faces and whether the cone is active. The area works against the avatar's own eye rays.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The Avatar shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

5. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the avatar's next turn or until the avatar is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The avatar can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

6. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

7. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

8. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

9. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

10. Enlightenment Ray. The target creature must succeed on a DC 17 Intelligence saving throw or take 55(10d10) psychic damage. If the target fewer than half of its hit points remaining, it gains a random long term madness.

Sinister Sleepwalking.) The avatar afflicts one creature it has seen within 24 hours before with sinister sleepwalking.


LEGENDARY ACTIONS

The avatar can take 3 legendary actions, using either the Eye Ray option or the Sinister Sleepwalking option below. It can take only one legendary action at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.

Eye Ray. The Avatar uses one random eye ray.
Sinister Sleepwalking. The Avatar curses one target within 30 feet of it that it can see with sinister sleepwalking.

The Cult of the Lidless Eye believes that the entity they know as the Lidless Eye will send an avatar to them in the form of beholders. Each major cult cell will have one avatar or will be sent one. Rare is it when the major cells have no avatar, as the Lidless Eye knows everything about its cultists (see greater cultist of the Lidless Eye and minor cultist of the Lidless Eye). Other than having outsiders kill the avatar, the cultists are often also the cause of the death of the avatar. This happens when the avatar is deemed unworthy of its power, caused by its failing to serve the Lidless Eye's demands and its failures to serve adequately. When this happens, the entire cult, and nearby cells, will attack the avatar of the Lidless Eye, so as to prevent the Lidless Eye's wrath from falling upon them as well.


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