Pyre-Eyed Madman

Old miners call it the Eyewitch of the Black Basin. Cultists once tried to bind its gaze into a daemon-forge, but it shattered its bonds and scorched their sigils. Tales claim it catalogs the faces of those it will burn, carving each name into a glass eye and dropping it into the lava.

LargeAberration(Aberration)CR ModerateChaotic Evil

Pyre-Eyed Madman

lavaeyestalklair guardianfirepsychic-tinged
HP85AC16SPDFly 20 ft. (hover), Floats above lava without harmCR5 (1,800 XP)PerceptionIntimidationArcana
STR
18
DEX
16
save
CON
18
save
INT
10
WIS
14
CHA
8
Smoldering Aura. The madman is constantly surrounded by shimmering heat. Creatures that start their turn within 5 feet of the madman take 3 () fire damage.
Magma-Born. The madman floats and can hover above lava without harm. It is completely immune to normal fire damage and treats magical fire sources as harmless. It is vulnerable to cold attacks that reduce its movement speed by 10 feet on a failed Constitution save for 1 minute.
Concussive Gaze. The madman can aim one of its eye rays to attempt to displace a creature's sight. Target must make a Wisdom saving throw or suffer one of the following for 1 minute: blinded, frightened, or stunned (madman chooses when the saving throw fails). The target may repeat the save at the end of each of its turns. The madman can use this effect on one ray per round.
Mad Mirror. The madman is immune to the charmed condition. If a creature attempts to charm it, the charm is reflected back: the charmer must make a Wisdom saving throw or be charmed for 1 round instead.
Cracked Maw Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 14 () bludgeoning damage plus 7 () fire damage.
Chaotic Eye Rays. The madman fires four eye rays at random targets it can see. The madman chooses one target per ray. A target can only be targeted by one ray from this attack. Range 90 feet. Each ray requires the target to make a Dexterity saving throw or suffer the ray's effect. The madman can choose the ray effects from the list below (roll or choose).
Scourging Central Beam. Recharge 5-6. The madman sweeps the pool-swayed air with its central ocular. A cone of molten sight 30 feet long and 10 feet wide at the far end erupts from the madman's central eye. Each creature in the cone must make a Dexterity saving throw, taking 45 () fire damage on a failed save, or half as much on a success. Flammable objects not worn or carried ignite. Creatures that fail the save are also pushed 10 feet away from the madman and knocked prone.
Heat Ripple Counter. When a creature within 30 feet damages it with a spell or ranged attack, the madman emits a heat ripple. The attacker takes 7 () fire damage and must succeed on a Constitution saving throw or have disadvantage on the next attack roll or saving throw it makes before the end of its next turn.
Cantrips
Innate Pyric VisionsEvocation and Illusion Innate. The madman can cast the following spells, requiring no material components. Spell save DC 15, +7 to hit with spell attacks. 3/day each: burning hands (2nd-level version), mirror image. 1/day each: fireball, scorching ray as a 3rd-level spell. These use the madman's spellcasting focus of molten ocular energy.
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