13
13 (3d4+6)
walk 0 ft., fly 30 ft.
Wis +2
Perception +4, Stealth +5
prone
darkvision 60 ft.
1/2
As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: 1. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait. Familiar: The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
13
13 (3d4 + 6)
walk 0 ft., fly 30 ft. (hover)
Wis +2
Perception +4, Stealth +5
prone
darkvision 60 ft.
—
1/2
+2
The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
The gazer shoots two of the following magical eye rays at random (roll two d4s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it: 1: Dazing Ray The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2: Fear Ray The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. 3: Frost Ray The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4: Telekinetic Ray If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
The gazer moves up to its speed toward a hostile creature that it can see.