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Emerald Eye

Tiny · Construct · CR 1 · Chaotic Evil

Source. Tome of Beasts
Armor Class
14
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
15
+2
WIS
12
+1
CHA
16
+3

Overview

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

Movement

Fly 30 ft (9.1 m)
Hover Yes

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Dexterity +4 Constitution +4 Intelligence +4

Skills

Acrobatics +4 Arcana +4 Deception +5 History +4 Perception +3 Persuasion +5 Religion +4

Languages

Common, Draconic, telepathy 250.0 ft (76.2 m).

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
cold, fire; piercing damage
Condition Immunities
blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Bound

An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action.

Immutable Form

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

Actions

Attraction

Recharge 5–6

An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect.

Bind

3/day

The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result.

Slash

+4 to hit, reach 5 ft (1.5 m). Hit: 5d4 slashing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.

Telepathic Lash

3/day

An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round.

About Emerald Eye

Emerald Eye is a tiny construct with a Challenge Rating of 1. It has a chaotic evil 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 250 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:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • 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:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • 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 250 ft..

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