Sources
CR
Type
Size
Alignment
Movement

Oculorb

Large Aberration, Chaotic Evil

Armor Class 13 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 0 ft., fly 60 ft. (hover)
STR
13
+1
DEX
10
+0
CON
17
+3
INT
14
+2
WIS
15
+2
CHA
19
+4
Saving Throws INT +6, WIS +6, CHA +8
Skills Investigation +6, Perception +10
Condition Immunities Blinded, Prone
Senses truesight 60 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP)

Traits

Magic Resistance. The oculorb has advantage on saving throws against spells and other magical effects.

Watchful Eyes. The oculorb has advantage on initiative rolls and can't be surprised.

Actions

Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.

Dreadful Contact. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:14 (3d6 + 4) psychic damage, or 25 (6d6 + 4) psychic damage if the target has the frightened condition.

Eye Beam. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit:14 (3d6 + 4) psychic damage.

Antipathic Flood (Recharge 5–6). The oculorb releases a wave of negative emotions, choosing one of the following options:

Weeping Eyes. The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a DC 16 Constitution saving throw. On a failed save, a creature's speed is reduced to 0 feet until the end of the oculorb's next turn, and if the creature was concentrating, its concentration is broken.

Withering Glare. The oculorb's eyes unleash furious scarlet energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 33 (6d10) necrotic damage and has the frightened condition for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Reactions

Obsessive Rebuke. When the oculorb is damaged by a creature it can see within 60 feet of itself, it forces the creature to make a DC 16 Wisdom saving throw. The creature takes 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.

Lore

Many oculorbs are dreamed into existence by beholders. The Far Realm's strange power can pervade a beholder's dreams, resulting in the birth of an oculorb.