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 |