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Eddie Eyegore




A puppet beholder, Eddie Eyegore's eyes however are humanoid eyes ensconced in glass within a body of plush fabric and leather. all of the eyes roll and move as if alive. A complex network of puppet appenages articulate each eyestalk, stubby legs and cute bat wings. Its sewn-on mouth remains affixed in a smile, even as it slurps up magically plucked eyes.

Eddie Eyegore

Tiny Construct, chaotic evil

Armor Class 16 (natural armor)

38 (7d4 + 21)

Speed 10 ft

Fly 30 ft (hover)

Str 9 Dex 16 Con 16 Int 7 Wis 15 Cha 12

Skills Perception +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Sensesdarkvision 60 ft., passive Perception 16

Languages understands Common but cannot speak

Challenge 2 (450 XP)

Blinding Sight.

Any creature that starts its turn within 30 feet of Eddie Eyegore and can see Eddie Eyegore must make a DC 12 Constitution saving throw. On a failed save, the creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Eddie Eyegore blinding sight for the next 24 hours.


Unless the target is surprised by Eddie Eyegore, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the construct. If a creature fails this save by 5 or more, Eddie Eyegore steals its eyes instead. The creature is blinded until it is cured by the lesser restoration spell or like effect.

Biting Eye.

Whenever Eddie Eyegore drops a blinded creature to 0 hit points, it and all friendly constructs within 30ft gain temporary hit points equal to that creature's hit dice.

Actions

Multiattack.

Eddie Eyegore makes two attacks.

Eye Beam.

Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 6(1d8+2) necrotic damage.

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