Umbral 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 16
Skills
Perception +6, Stealth +6
Languages
--
Challenge
5 (1,800 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.
Innate Spellcasting. The umbral eye killer’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following without material components.
- 3/day: darkness
See in Darkness. The umbral eye killer can see in magical and nonmagical darkness.
Actions
Tail Slap. Melee Weapon Attack: +6 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.