Sources
CR
Type
Size
Alignment
Movement

Gazer

Tiny Aberration, Neutral Evil

Armor Class 13
Hit Points 13 (3d4 + 6)
Speed 0 ft., fly 30 ft. (hover)
STR
3
-4
DEX
17
+3
CON
14
+2
INT
3
-4
WIS
10
+0
CHA
7
-2
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)

Traits

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:

  • 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.
  • The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
  • The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
  • 4. Telekinetic Ray

Lore

A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.