GAZER – 5e stats

Tiny aberration (beholder), neutral evil

Armor Class 13
Hit Points 13 (3d4 + 6)
Speed 0 ft., fly 30 ft. (hover)

Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)15 (+2)15 (+2)13 (+1)

Saving Throws Wis +2
Skills Perception +4, Stealth +5
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages –
Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.

Mimicry. 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.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
  • Eye Rays. 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:
    • 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.
    • 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.
    • Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
    • 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 an object weighing 10 pounds or less 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it

DESCRIPTION

A gazer is a tiny aberration that resembles a miniature beholder, a creature with a large spherical body and multiple eye stalks. A gazer has only four eye stalks, each with a different magical power. A gazer’s body is about 8 inches wide, and its skin can be of various colors, such as purple, green, or yellow. A gazer has a large central eye that can emit an antimagic cone, and a mouth full of sharp teeth that it uses to bite its enemies. A gazer can mimic simple sounds of speech it has heard, in any language, but it cannot speak any languages itself.

COMBAT

A gazer is a fierce and faithful creature that fights alongside its creator, a beholder, or its master, a spellcaster. It can hide in the shadows and surprise its enemies with its magical eye rays, each with a different effect. A gazer can charm, frighten, freeze, or move its foes with its eye rays, depending on its mood and strategy. A gazer can also use its eye rays to manipulate objects or creatures in its environment, such as opening doors, grabbing items, or throwing enemies off balance. A gazer can attack with two eye rays at a time, choosing one or two targets that it can see. A gazer can also bite with its sharp teeth if cornered or provoked. A gazer’s most powerful weapon is its central eye, which can negate any magic in a cone-shaped area in front of it. A gazer can use this ability to protect itself or its allies from hostile spells or magical effects.

HABITAT / SOCIETY

A gazer is created by the dreams of a beholder, and it inherits some of its creator’s personality and appearance. A gazer is loyal to its creator, but it can also be rebellious and mischievous at times. A gazer can communicate with its creator telepathically, and it can also see through its creator’s eyes. A gazer often forms small packs with other gazers that patrol their master’s lair for vermin to kill and lone creatures to harass . A gazer can also serve as a familiar for a spellcaster who is at least a 3rd-level spellcaster. The spellcaster can sense what the gazer senses as long as they are within 1 mile of each other.

ECOLOGY

A gazer is an aberration that feeds on small animals and insects. It does not need to sleep, but it does need to rest for at least 4 hours each day. A gazer does not age or reproduce naturally, but it can be created by the dreams of a beholder or by magic. A gazer has no natural enemies, except for other beholders and their kin who might see it as a rival or a threat.