Aberration CR 13

The Eye Below

Stat block

A beholder the Amber Temple's wardens sealed in amber under their vaults, and put to sleep with the warden's own memory. A floating orb of mottled hide as wide as a cart, one great clouded eye, a mouth like a sack of knives, and ten small eyes on stalks, each of which does something terrible. It dreams, and its dreams come out of the walls.

ACHPSpeedCRXP
18180 (19d10+76)0 ft, fly 20 ft1310000
STRDEXCONINTWISCHA
10 (+0)14 (+2)18 (+4)17 (+3)15 (+2)17 (+3)
  • Saving throws: INT +8, WIS +7, CHA +8
  • Skills: Perception +12
  • Condition immunities: prone
  • Senses: darkvision 120 ft; passive Perception 22
  • Languages: Common, Deep Speech

Traits

  • Legendary Resistance (3/Day). When the Eye Below fails a saving throw, it can choose to succeed instead, three times a day.
  • Half Awake. The wardens of the Amber Temple sealed the Eye Below in amber and put it to sleep. Its great central eye is still filmed with amber and can't yet do what a beholder's central eye does; its ten small eyes, and its dreams, do the rest.

Actions

  • Multiattack. The Eye Below makes one Bite attack and uses two different Eye Rays: one of Paralyzing Ray, Fear Ray or Amber Ray, and one of Enervation Ray, Disintegration Ray or Telekinetic Ray.
  • Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (4d6) Piercing damage.
  • Paralyzing Ray. Constitution Saving Throw: DC 16, one creature the Eye Below can see within 120 feet. Failure: the target has the Paralyzed condition for 1 minute. It repeats the save at the end of each of its turns, ending the effect on itself on a success.
  • Fear Ray. Wisdom Saving Throw: DC 16, one creature the Eye Below can see within 120 feet. Failure: the target has the Frightened condition for 1 minute. It repeats the save at the end of each of its turns, ending the effect on itself on a success.
  • Amber Ray. Dexterity Saving Throw: DC 16, one creature the Eye Below can see within 120 feet. Failure: amber pours over the target and hardens, and it has the Restrained condition for 1 minute. It makes a DC 16 Strength saving throw at the end of each of its turns, breaking free on a success.
  • Enervation Ray. Constitution Saving Throw: DC 16, one creature the Eye Below can see within 120 feet. Failure: 27 (6d8) Necrotic damage. Success: Half damage.
  • Disintegration Ray. Dexterity Saving Throw: DC 16, one creature the Eye Below can see within 120 feet. Failure: 31 (7d8) Force damage. Success: no damage.
  • Telekinetic Ray. Strength Saving Throw: DC 16, one creature the Eye Below can see within 120 feet. Failure: 10 (3d6) Force damage, and the target is pushed 30 feet away from the Eye Below and has the Prone condition.

Lair actions

  • Dreamed Eyes. The Eye Below dreams, and its dream takes shape: a dream-gazer buds out of the amber wall beside it and acts on initiative count 20. No more than two of its summoned gazers are ever in the fight at once.
  • The Amber Hardens. The amber floor runs like warm honey round the feet of a creature the Eye Below can see, and sets. It makes a DC 15 Dexterity saving throw or has the Restrained condition until the start of the Eye Below's next turn.

Where you meet it