Oculorb

Large aberration, typically chaotic evil

Armor Class

13 (natural armor)

Hit Points

127 (15d10 + 45)

Speed

0 ft., fly 60 ft.(hover)

Saves

wis +6, cha +8, int +6

Skills

investigation +6, perception +10

Condition Immunities

blinded, prone

Senses

truesight 60 ft.

Languages

Deep Speech, telepathy 120 ft.

Challenge

9

Proficiency Bonus

+4

Magic Resistance

The oculorb has advantage on saving throws against spells and other magical effects.

Watchful Eyes

The oculorb has advantage on initiative rolls and can't be surprised.

Actions

Multiattack

The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.

Dreadful Contact

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) psychic damage, or 25 (6d6 + 4) psychic damage if the target has the frightened condition.

Eye Beam

Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4) psychic damage.

Antipathic Flood (Recharge 5-6)

The oculorb releases a wave of negative emotions, choosing one of the following options:

Weeping Eyes

The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a DC 16 Constitution saving throw. On a failed save, a creature's speed is reduced to 0 feet until the end of the oculorb's next turn, and if the creature was concentration, its concentration is broken.

Withering Glare

The oculorb's eyes unleash furious scarlet energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 33 (6d10) necrotic damage and has the frightened condition for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.