Humanoids, giants, and others of similar ilk touched by the void swell with physical strength, becoming hulking brutes that devour magic (and magic-users) with abandon. Whatever form these poor creatures once held is replaced with a convulsing mass of tentacled shadows. Their eyes fill with a bleak redness that saps the life from all who stare into them, and their incisors are lined with runes that drain the magic from their victims. They are without compassion, filled with the deepest hunger for arcana in all its forms.
Wizard’s woe, wizard’s woe
Teeth so long and twin red glow
Get in bed and douse the light
Sunset calls the eyes that bite!
– Unattributed nursery rhyme
EYES THAT BITE
Huge aberration, chaotic evil
Armor Class 17 (natural armor)
Hit Points 215 (17d12 + 105)
Speed 30 ft., fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 14 (+2) | 24 (+7) | 12 (+1) | 20 (+5) | 12 (+1) |
Saving Throws Str +13, Con +12, Wis +10
Skills Perception +10, Stealth +12, Survival +10
Damage Resistances bludgeoning, piercing, and slashing from magic weapons
Condition Immunities charmed, frightened, prone
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)
TRAITS
Draining Aura. At the start of each of its turns, creatures within 30 feet of the eyes that bite must succeed on a DC 20 Wisdom saving throw or lose 19 (3d12) hit points and have their hit point maximum reduced to their current hit points. This effect can only be removed by greater restoration or similar healing magic. If a creature’s hit point maximum would be reduced to 0 by this feature, it is reduced to 1 instead.
Gaze into the Void. When a creature that can see the eyes that bite starts its turn within 30 feet of it, the eyes that bite can force it to attempt a DC 20 Constitution saving throw if the eyes that bite isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points. Otherwise, the creature takes 21 (6d6) psychic damage on a failure, or half as much on a success. Unless surprised, a creature can avert its gaze to avoid the saving throw at the start of its turn. If a creature does so, it has disadvantage on attack rolls against the eyes that bite until the start of its next turn. If the creature looks at the eyes that bite in the meantime, it must immediately attempt the saving throw.
Magic Scent. The eyes that bite has advantage on Wisdom (Perception) ability checks that rely on smell. Additionally, the eyes can bite can smell spells and magical effects up to 1 mile away and can track a creature by scent up to one hour after the creature casts a spell.
Undetectable. The eyes that bite cannot be targeted by any divination magic or through magical scrying sensors. Additionally, the eyes that bite is invisible to creatures that have one or more unexpended spell slots.
Void Resilience. The eyes that bite has resistance to all damage from spells and advantage on saving throws to resist spells. If the eyes that bite succeeds on a saving throw against a spell and suffers an effect on the success, it instead suffers no effect.
ACTIONS
Multiattack. The eyes that bite makes two Bite attacks. The eyes that bite can replace one of its Bite attacks with Void Breath.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: The target loses 30 (5d8 + 8) hit points and must expend one unexpended spell slot of its choice. The eyes that bite regains 7 (2d6) hit points per level of the spell slot expended.
Void Breath (Recharge 5–6). The eyes that bite exhales void energy in a 15-foot-wide, 30-foot-long line. Each creature in that area must succeed on a DC 20 Constitution saving throw or lose 52 (8d12) hit points, or half as much on a success.
Additionally, the affected area becomes filled with magical darkness for 1 minute. Sound cannot be produced in the area, and when an enemy creature enters the area for the first time on a turn or ends its turn within the area, it must succeed on a DC 20 Constitution saving throw or lose 52 (8d12) hit points, or half as much on a success.
REACTIONS
Active Nullification. As a reaction when a creature the eyes that bite can see casts a spell, it can attempt to interrupt the casting. The caster must immediately expend a spell slot of 3rd level or higher as part of casting the spell, or the spell fails.
Ref: TPKB1 p263