Glass-Eyed Lurker

Woodcutters and riverfolk tell of 'glass watchers' that freeze men in place with a look. Folktales warn travelers to keep fires low and eyes averted at creek crossings. A few sages think the eyes are not made of glass at all but of crystallized reflections stolen from other worlds.

MediumAberration(Aberration)CR 4Neutral Evil

Glass-Eyed Lurker

AberrationAmphibiousGazeControllerForest
HP28AC16SPD20 ft., swim 30 ft.CR4StealthPerceptionSwimClimb
STR
12
DEX
16
CON
14
INT
10
WIS
12
CHA
14
Silent Step. The lurker can move across stone, water, and root-strewn ground without making more noise than a falling leaf. Creatures attempting to detect it by sound take a -4 penalty to Perception checks when it uses Silent Step.
Glass Eyes. The lurker's faceted eyes are crystallized mirrors that allow it to lock gaze with a single target. As a standard action the lurker can fix its gaze on one creature within 60 feet that it can see. The target must attempt a Will save or become frozen in place as follows: on a failed save the target is stunned for 1 round and is dazzled for 1 round after that. A creature that succeeds is shaken for 1 round. Undead and constructs are immune. A creature that is physically unable to see the lurker is unaffected. The lurker can maintain the gaze each round as a standard action; if it does so the target may attempt the save at the end of each of the lurker's turns. A target that breaks line of sight to the lurker (by going behind total cover or entering darkness that blocks sight) is freed immediately.
Blink Retreat. If the lurker is subject to a reaction that would end its turn out of line-of-sight or when damage causes it to drop below half its maximum HP, it may immediately teleport to an unoccupied space within 40 feet that it can see and that is in dim light or darkness. This teleportation does not provoke attacks of opportunity.
Amphibious. Can breathe and act normally underwater and on land.
Brittle Optics. The eyes are structurally brittle. If an attack deals 10 or more slashing damage to the area of the head or the creature is hit with a critical that penetrates the skull, an eye may shatter. For each eye shattered the lurker loses the Glass Eyes ability and all gaze-related effects. Creatures that intentionally target the eyes gain +2 on attack rolls when aiming at the head.
Bite. Melee bite attack. to hit, reach 5 ft., one target. Hit piercing.
Grapple. If the lurker hits with a bite, it can attempt to hold the target with its sticky, slick skin. Grapple check +8. On a successful grapple, the target is held and treated as flat-footed against the Glass-Eyed Lurker's gaze effects.
Blink Retreat. If an attack removes its line of sight to all enemies, the lurker may immediately Blink Retreat (teleport) rather than provoke further attacks.
Cantrips
Blurred ReflectionsIllusion (Spell-like) At will, the lurker weaves a shifting reflection that grants it partial concealment. Functionally identical to a blur effect; grants 20% miss chance.
2nd level
Mirror ImageIllusion (Spell-like) Once per day the lurker can cast mirror image on itself to create illusory duplicates, usually used before initiating a gaze attack.
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