Fallen angel A'afni'ir, Harbinger of Eyes
Large Aberration, Unaligned
- Armor Class 16 (natural armor)
- Hit Points 136 (16d10 + 48)
- Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 14 (+2) 18 (+4) 19 (+4)
- Saving Throws Wis +8
- Skills Insight +8, Perception +8, Intimidation +8
- Damage Immunities Necrotic
- Condition Immunities charmed, exhaustion, frightened
- Senses darkvision 120 ft., passive Perception 10.
- Languages None
- Challenge 12 (8,400 XP)
Legendary Resistance (3/Day). If the Harbinger fails a saving throw, it can choose to succeed instead or it can.
Many Eyed. The harbinger eyes can be targeted by attacks (20 AC, 15HP). If an eye has 0 HP, the harbinger can't use it to attack.
Innate Spellcasting. The Harbinger's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit). It can innately cast the following spells, requiring no material components.
- At will: guidance, detect evil and good, thaumaturgy, sacred flame (2d8 necrotic damage instead)
- 3/day each: Blindness/Deafness, Clairvoyance, Evil Eye*
- 1/day each: Arcane Eye, True Seeing
Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 10 (3d6) psychic damage, If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw. Failure: the target is forced to look at an eye and is submitted to a random eye effect.
Wing attack. Each creature within 10ft of the Harbinger must make a DC 15 Str Save. Failure: The creature takes 10 (3d6) Bludgeoning damage and is pushed 10 feet away. Success: take half damage and is not pushed. Additionally when a creature come within 10 feet of the Harbinger it can use its Wing attack as a reaction.
Eyes(3). The harbinger uses three of the following magical eyes (each only once per turn), choosing one to three targets it can see within 120 feet of it:
- Eye of corruption(1). The target must make a DC 16 Cha Save. Failure: the creature becomes charmed by the Harbinger for 1 minute. Success: The creature becomes immune to this eye effect for the next 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Eye of destruction(1). The target must make a DC 16 Dex Save. Failure: Black flames engulf the target for 21 (6d6) fire damage. Success: Take half damage.
- Eye of madness(1). The target must make a DC 16 Int Save. Failure: The target take 10 (3d6) psychic damage and must immediately make a melee attack on the nearest target, if their are multiple choose randomly.
- Eye of repulsion(1). The target must make a DC 16 Str Save. Failure: The target take 15 (6d4) force damage and is pushed 5 feet away. Success: take half damage and is not pushed.
- Eye of Apathy(1). The target must make a DC 16 Con Save. Failure: Brittle frost cover the target for 17 (4d6) cold damage and become Slowed*. Success: Take half damage and is not Slowed*.
Bonus Actions
Foreboding Stare. Each creature within 30 feet must make a DC 14 Wis save. Failure: the creature is frightened until the end of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the harbinger until the start of its next turn, when it can avert its eyes again. If the creature looks at the harbinger in the meantime, it must immediately make the save.
Tears of the watcher. The harbinger begin to cry covering its body in dark tears until the end id its turn. A creature that touches the monster or hits it with a melee attack while within 5 ft of it takes 4 (1d8) necrotic damage.
Legendary Action(3)
Spell(1). Cast a Spell.
Tentacle(1) Make a tentacle attack.
Soar(2) Use Wing Attack then fly up to half its flying speed.
Regrow(2) Restore 10 HP to a damaged eye.
Apex Action*
Foreboding Presence (round 1). Harbinger use Foreboding stare with a range of 60 feet. Failure: the creature takes an extra (3) 1d6 Psychic damage and again at the end of each of its turns while it remains Frightened by the harbinger.
Witnesses (Round 2). Conjure one Witness* above each hostile creature within 60 feet of the Harbinger.
Watch from Afar (round 3). Releasing a burst of necrotic energy. All creatures within 30ft of the harbinger must make a DC 16 Dex Save. Failure: The creature takes 7 (2d6) necrotic damage. Success: The creature takes half damage. The Harbinger then immediately fly up to its speed without provoking opportunity attacks.
Necrotic Cataclysm (1/day when the Harbinger fall under 1/4 of its HP). The harbinger causes a storm of dark tears from above. Every creature within 60ft of the Harbinger must make a DC 16 Dex Save. Failure: The creature take by 14 (4d6) acid and 14 (4d6) necrotic damage. Success: Take half damage.
Description
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Until now you were blind, no sight to guide you, now see…. in my Sovereign’s Eyes… the truths of the World.
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Harbinger. This creature is an Emissary of an outer entity, her so called “Sovereign”, she serves him as an envoy sent forth to spread his influence. Heeding his orders she corrupts the lands she walks by, sprouting eyes from which her lord might see everything. The people who are so unfortunate to meet her gaze are turned into puppets to use as her master sees fit.
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Many-Eyed. Her eyes do more than simply see, they are a medium from which she calls forth foul magic to vanquish her foes, or enthralls lesser-willed folk into her service.
-
Witnesses. From the tainted land sprout these creatures: eye-like abominations which hide a mouth riddled with sharp teeth replacing the iris. These monsters swarm intruders who would seek to inder their master’s plans.
Witness
Small Aberration, Chaotic Evil
- Armor Class 13
- Hit Points 7 (2d4+2)
- Speed 0 ft., fly 30 ft.(hover)
STR DEX CON INT WIS CHA 5 (-3) 14 (+6) 12 (+1) 11 (+0) 13 (+1) 7 (-2)
- Skills Perception +5
- Damage Vulnerabilities radiant
- Condition Immunities prone
- Senses darkvision 60 ft., passive Perception 15
- Languages None
- Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the witness attaches to the target. While attached, the witness doesn't attack. Instead, at the start of each of the witness's turns, the target loses 9 (2d4 + 4) hp due to blood loss. The witness can detach itself by spending 5 feet of its movement. It does so after the target dies. A creature, including the target, can use its action to detach the witness.
Slowed Condition
A slowed creature's Speed is halved and it cannot take reactions.
A slowed creature takes a −2 penalty to Dexterity saving throws.
Apex Action
Inspired by The Dungeon Coach and Matthew Colville.
Apex action are a type of action that the Monster can use at the beginning of a round of combat before anything else happen (think of it has initiative 100.)
Apex Action are meant to give more power and flair to important Npc / Monsters and give a natural and/or more cinematic progression to the fight.
Tactics
Monster turn
Beginning of the round
- Use this round Apex Action
└ If Hp < 1/4 of max HP → Necrotic Cataclysm
Targeting Priorities
- Enemy that dealt most damage to the harbinger last turn
- Enemy with the least HP
- Enemy with the least HP
Movement
- Move away from most damaging enemy
- Move toward priorities target if not in range.
Action
1.Multiattack: Eyes X 3
└ If target not immune to Eye of corruption or charmed condition → Eye of corruption
└ If eye is available → target enemy weakest saving throw
- If no eyes are available:
└ If target not in melee range → Cast a Spell.
└ If target in melee range and less than 1/4 HP → Action = Tears of the watcher. + Tentacles
└ If target in melee range → Bonus Action = Foreboding Stare.
Player turn
Player Movement
- If enemy moves within 10 feet of the Harbinger and the Harbinger has taken a turn this round
└ Reaction: Wing Attack
End of Player turn
- If target within 10 feet of the Harbinger → Legendary Action = Soar.
└ If Legendary Action < 2 → Legendary Action = Tentacle. - If an Eye is damaged → Legendary Action = Regrow.
└ If Legendary Action < 2 → Legendary Action = Spell.
Evil Eye
1st-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small tinted lense)
- Duration: Concentration, up to 1 minute
"From your true eyes you look into the very essence of a being, your gaze resonating inside their heads."
Any creature targets you with an attack roll or spell that requires them to see you must make a Constitution saving throw. On failure, they have disadvantage on their attack roll (Once per turn). If they fail their saving throw by 5 or more they are blinded until the start of their next turn. A creature without eyes automatically passes their saving throw.