The Ocularch

The Ocularch – Legendary Aberration

Huge aberration (unique), neutral evil
AC: 18 (shifting membrane)
HP: 285 (30d10+120)
Speed: 30 ft., hover 40 ft. (hover), phase glide 60 ft. (void phase only)
Saving Throws: Int +10, Wis +9, Cha +8
Skills: Insight +10, Perception +13, Arcana +9
Damage Resistances: psychic, necrotic, force
Condition Immunities: charmed, frightened, stunned
Senses: truesight 120 ft., passive Perception 23
Languages: telepathy 120 ft.
CR: 19 (22,000 XP)


🧩 TRAITS

Void Phasing (Recharge 5–6):
As a bonus action, the Ocularch phases partially into the Void for 1 minute or until it ends it as a bonus action. While phased:

  • It gains resistance to all damage except force and radiant.
  • It can move through solid objects as if they were difficult terrain.
  • It cannot be targeted by attacks of opportunity.

Emotional Leech (Passive):
Any creature within 60 ft. of the Ocularch that is frightened, charmed, or affected by a condition related to mental anguish (e.g. confusion, geas, dominate, etc.) grants the Ocularch 5 temporary hit points per round and charges one Eye (see Eyes of Deliberation).

Eyes of Deliberation (9 Charges, 1 per Eye):
Each eye operates independently and may use a Psychic Projection or a Spell Imitation once per round. The Ocularch can activate up to 3 eyes per turn unless all 9 are rejoined in quorum, in which case it can activate 5.

Detached eyes can be targeted individually (AC 17, 20 HP, immune to charm/fear) and return to the body at will.


🪬 ACTIONS

Psychic Projection (Eye ability, 1 charge):
Target one creature within 120 ft. It must succeed on a DC 18 Intelligence saving throw or suffer one of the following effects (eye’s choice):

  • Neural Spike: 6d6 psychic damage and stunned until end of next turn.
  • Mirror Paranoia: Target sees all allies as enemies until it passes a DC 16 Wisdom save (repeats end of each turn).
  • Memory Fracture: The target forgets how to use one of its features (spell, feat, ability) for 1 minute. Save ends.

Spell Imitation (Eye ability, 1 charge):
The Ocularch mimics a spell from the following list (no components, cast at 6th level unless otherwise stated):

  • Telekinesis
  • Dominate Person
  • Synaptic Static
  • Phantasmal Killer
  • Detect Thoughts (at will)
  • Modify Memory (once per long rest)
  • Foresight (self only, once per long rest)

💢 LEGENDARY ACTIONS (3/round)

Void Glimpse. (Costs 1)
Force a creature that can see the Ocularch to make a DC 17 Wisdom save or become frightened for 1 minute. Save at end of each turn.

Mindquake. (Costs 2)
Psychic shockwave in a 30 ft. radius. All creatures must make a DC 18 Int save or take 4d10 psychic damage and fall prone.

Eye Detach. (Costs 1)
Detach an eye that hovers and can act independently next round.


☄️ LAIR ACTIONS (Optional)

On initiative 20 (losing ties), The Ocularch may:

  • Warp light in its chamber: All ranged attacks are made with disadvantage until the next round.
  • Unleash a burst of whispers: Each creature must make a DC 17 Wis save or be unable to distinguish ally from enemy for one round.
  • Call an Eye Back: Rejoin a destroyed eye at half HP.

Detached Eye of the Ocularch

Small aberration, unaligned
AC 17 (natural armor)
HP 20 (5d6+5)
Speed 0 ft., fly 40 ft. (hover)
STR 4 (–3)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 16 (+3)
CHA 10 (+0)
Saving Throws Wis +5, Int +4
Damage Resistances psychic, necrotic, force
Condition Immunities prone, frightened, charmed
Senses darkvision 120 ft., truesight 60 ft., passive Perception 13
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Shared Consciousness. The Eye shares a mental link with the Ocularch (or other eyes within 120 ft). It has no personality or goals—it acts in sync with the greater will.


🧠 Traits

Psychic Conduit.
The Eye can act as the origin point for the Ocularch's psychic-based effects and spells. While detached, the Ocularch may cast a spell through an Eye as if it were the caster.

Detachment Limit.
If more than 9 Eyes are ever active (due to regrowth or summoning shenanigans), one disintegrates immediately. A detached eye that reaches 0 HP dissolves into greasy vapor.

Rejoin.
As a bonus action (on the Eye’s or Ocularch’s turn), the Eye can fly back and reattach, restoring its charge and removing it from the battlefield.


🎯 Actions

Mind Lance (Recharge 5–6).
Ranged Spell Attack: +5 to hit, range 120 ft., one target.
Hit: 14 (4d6) psychic damage, and the target must succeed on a DC 13 Intelligence saving throw or be disoriented—suffering disadvantage on their next attack roll or ability check.

Psychic Glare (At Will).
A creature within 60 ft. must make a DC 13 Wisdom saving throw or be unable to take reactions until the end of its next turn. Creatures immune to being frightened are immune to this.

Scan Pattern (1/Turn).
Choose one:

  • Analyze Weakness: One target within 60 ft. loses resistance to psychic damage until end of next round.
  • Sense Motive: Gain insight into a target’s surface thoughts or emotional state (no save).
  • Mark Target: The next attack against the target has advantage.

🌀 Eye Personality or Powers (Choose or Roll 1d9):

d9 Eye Appearance Quirk / Specialty
1 Human iris Dominate Weakness: Charm-based variant
2 Slitted (catlike) Shadowvision: Sees through magical darkness
3 Goat-eye (side pupil) Detects lies instinctively
4 Vertical iris Can cast _Hold Person once per day_
5 Dual concentric irises Perfect recall of recent events (1 minute rewind)
6 Glowing white pupil Can detonate on death for 2d10 psychic (10 ft. radius)
7 Rippled oval iris Can mimic a single spoken phrase per long rest
8 Mechanical-like eye Can target constructs or undead with psychic attacks
9 Lens-within-a-lens Can read arcane auras and spell effects passively