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Eyestalk




Festooned with white bulbs around an intestine-purple trunk an eyestalk bears some similarities to the aberrant beholders, and some theorize a connection between the two. However, it is still a plant, driven by an instinct to hunt, kill and consume. The average eyestalk specimen stands just over two feet tall with thick, bark-like growths on its top and behind each ‘eye’ bulb. When the carnivorous plant burrows these growths snap closed to protect these vulnerable parts.

Magic Eaters While usually thought of as eyes the fruits spread along the eyestalk are reservoirs of arcane energy coalesced into berry-like pulp. Arcane botanists suspect these plants pull this energy directly from its victims just as a normal plant pulls its food from the soil. This theory is further collaborated by the eyestalk's typical behavior of attacking spell-casters among a party first. Often it will burrow up close to the caster, barrage it with eye rays, and then attempt to pull the body back with the adventurer's friends can react.

Eyestalk

large plant, unaligned

Armor Class 13 (natural armor)

Hit Points 114 (12d12+36)

Speed 5ft

Burrow 30ft

Str 16 Dex 8 Con 16 Int 5 Wis 18 Cha 5

Skills Perception +7

Damage Immunities necrotic, radiant

Condition Immunities blinded

Senses darkvision 60ft, passive Perception 17

Languages -

Challenge 5(1800 XP)

All Seeing:

The eyestalk is considered to have True Sight with a range of 30ft at all times. This is a magical effect. It can't be flanked. The eyestalk cannot avert its gaze.

Magic Resistance:

The eyestalk has advantage on saves against spells and spell-like effects.

Actions

Eye Rays (Su):

The eyestalk can only use each of the following eyebeams once as an action. Each ray's effect resembles a spell (caster level 12), but is a straight line. A creature cannot be targeted by more than one eye ray per turn.

Each of eyestalk's rays resembles a spell cast by a 12th-level caster. Each eye ray has a range of 150 feet, a +7 to hit and a save DC of 15. The save DCs are Wisdom-based.

Bestow Curse: The target must make a Wisdom saving throw or be affected as though by the spell. The eyeetalk always chooses the effect 'the target has disadvantage on attack rolls against it.

Guiding Bolt: +7 to hit. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of the eyestalk's next turn has advantage.

Hold Person: The target must make a Wisdom saving throw or be affected as though by the spell.

Inflict Wounds: +7 to hit. On a hit, the target takes 3d10 necrotic damage.

Optional Rule: Enchanted Fruits. With a successful DC 14 Wisdom (Survival) check 1d4 of the eyestalks bulbs can be harvested as Enchanted Fruit. As an action a creature can consume the fruit. The creature regains the use of a spell slot level 3 or lower. However, the creature is also poisoned for 1 minute. .

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