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Emerald Eye

Tiny · Construct · CR 1 · Neutral

Armor Class
14 (natural armor)
Hit Points and Hit Dice
54 (12d4 + 24)
Challenge Rating CR
1

Ability Scores

Core attributes and their modifiers.

STR
3
-4
DEX
15
+2
CON
14
+2
INT
18
+4
WIS
12
+1
CHA
16
+3

Overview

Category Monsters
Size Tiny
Type Construct
Alignment Neutral
XP 200
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Blindsight 120 ft (36.6 m)
Passive Perception 13

Saving Throws

Dexterity +4 Constitution +4

Skills

Arcana +6 Deception +5 History +6 Perception +3 Persuasion +5 Religion +6

Languages

Common, Draconic, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
poison, psychic
Damage Resistances
cold, fire, piercing
Condition Immunities
blinded, deafened, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious

Traits

Construct Nature

The emerald eye doesn’t require air, food, drink, or sleep.

Immutable Form

The emerald eye is immune to any spell or effect that would alter its form.

Psychically Bound

The emerald eye must be psychically bound to a creature to survive. It loses 5 (2d4) hp for every hour it is not bound to a creature or every hour it is more than 30 feet away from its bound creature.

Actions

Bind

The emerald eye chooses a creature it can see within 30 feet of it that has an Intelligence of 6 or higher. The target must succeed on a DC 13 Charisma saving throw or the eye psychically binds itself to the target. If the target succeeds on the saving throw by 5 or more, it knows the eye attempted to bind to it. Otherwise, the target is unaware of the attempt. While bound to the emerald eye, the creature has resistance to psychic damage, but it has disadvantage on saving throws against the eye's Compulsion. The eye can be bound to only one target at a time. If it binds to another, the effect on the previous target ends.

Compel

The emerald eye magically compels one creature it can see within 30 feet of it to move. The target must succeed on a DC 13 Charisma saving throw or be charmed by the eye for 1 minute. At the start of each of the charmed target's turns, the emerald eye chooses a direction horizontal to the eye, and the target must use as much of its movement as possible to move in that direction on its turn. The target can take its action before it moves. The target can't be compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Phrenic Burst

+5 to hit, range 60 ft (18.3 m). Hit: 2d6+3 psychic damage.

Melee or Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 10 (2d6 + 3) psychic damage.

About Emerald Eye

Emerald Eye is a tiny construct with a Challenge Rating of 1. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 54 hit points (derived from 12d4 + 24).

Emerald Eye has communication capabilities including Common, Draconic, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Emerald Eye

2 tips available

When using Emerald Eye in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Emerald Eye

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 3 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 200 XP
  • Hard: 300 XP
  • Deadly: 400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Emerald Eye?
Emerald Eye has a Challenge Rating of 1, making it appropriate for parties of level 1.0.
What type of creature is Emerald Eye?
Emerald Eye is a Tiny Construct, which affects how certain spells and abilities interact with it.
What languages does Emerald Eye speak?
Emerald Eye can communicate in Common, Draconic, telepathy 120 ft..

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