Eye Killer

Medium monstrosity, chaotic evil

Armor Class

13

Hit Points

65 (10d8 + 20)

Speed

30 ft.

STR

17 (+3)

DEX

16 (+3)

CON

14 (+2)

INT

2 (-4)

WIS

13 (+1)

CHA

12 (+1)

Senses

darkvision 120 ft., passive Perception 15

Skills

Perception +5, Stealth +5

Languages

--

Challenge

2 (450 XP)

Sunlight Vulnerability. If a source of sunlight is brought within 5 feet of the eye killer, the eye killer becomes frightened for 1 minute. While frightened, the eye killer must end any grapple it is maintaining and use its action to Dash away from the source of sunlight.

Actions

Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and the target is grappled (escape DC 13). At the beginning of each of the eye killer’s turns, a grappled creature takes 14 (2d10 + 3) bludgeoning damage.

Death Ray (1/day). If the eye killer begins its turn within an area of bright light or dim light, it can immediately douse that source of light if it is created by a spell of 3rd level or lower. When it does so, it absorbs and redirects the light in a 60-foot line that is 5 feet across. Creatures in the area must make a DC 13 Dexterity saving throw. On a failed saving throw, the target drops to 0 hit points and begins dying. On a successful saving throw, the target takes 10 (3d6) radiant damage.

medium
monstrosity
cr2
tome-of-horrors