Hear-A-See Huge Abberation, Incomprehensible Motives Armor Class 18

18 Hit Points 189 (19d10+76)

189 (19d10+76) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) Saving Throws Int +8, Wis +7, Cha +8 Skills Perception +12 Condition Immunities Prone Senses Darkvision 120 ft. Languages Deep Speech, Celestial, Primordial Challenge 13 (10,000 XP) Deafness Cone. The Hear-A-See's eye creates an area of deafness, as in the deafness spell, in a 150-foot cone. At the start of each of its turns , the Hear-A-See decides which way the cone faces and whether the cone is active. Actions/Legendary Actions The Hear-A-See can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The Hear-A-See regains spent legendary actions at the start of its turn. It also uses a prismatic ray as a regular action. Prismatic Ray. The Hear-A-See uses one random prismatic ray.

Prismatic Rays. The Hear-A-See shoots three of the following magical prismatic rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the Hear-A-See for 1 hour, or until the Hear-A-See harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.