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.