Large aberration, Chaotic Evil
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 127 (15d10 + 45) |
| Speed | 0 ft., fly 60 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 17 (+3) | 14 (+2) | 15 (+2) | 19 (+4) |
| Saving Throws | Cha +8, Int +6, Wis +6 |
|---|---|
| Skills | Investigation +6, Perception +10 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | blinded; prone |
| Senses | truesight 60 ft., passive Perception 20 |
| Languages | Deep Speech, telepathy 120 ft. |
| Challenge | 9 |
The oculorb has advantage on saving throws against spells and other magical effects.
The oculorb has advantage on initiative rolls and can't be surprised.
The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.
Melee Attack Roll: +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.
Ranged Spell Attack Roll: +8 to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4) psychic damage.
The oculorb releases a wave of negative emotions, choosing one of the following options:
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 concentration, its concentration is broken.
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.
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.