Lensman - CR 3

The Lensman is the odd one out in the Beholder (or in my games, Xareth'Cheldean) world, being earthbound and pretty feeble. However if you are planning an adventure in, say, a Beholder Hive, these things are the fodder for your characters blood engines...if you get what I mean...

Anyway, from 2nd Edition AD&D to your 5e game, may I present, the Lensman...

Lensman – Medium Aberration
(Neutral Evil)

A.C. 16 (Natural Armour)
Hpts: 78 (12d8+24) [36 - 120]
Speed: 30'
Initiative: +2
Proficiency Bonus: +2

Str: 19 (+4) Dex: 14 (+2) Con: 15 (+2) Int: 7 (-2) Wis: 10 (+0) Cha: 5 (-3)

Skills: Athletics +6, Perception +2

Senses: Darkvision 60'; Passive Perception: 12

Language: Cheldean

CR: 3 (700 xp)


The Lensman make a single glaive and tentacle attack, or a single melee attack and Eye Ray attack.

Glaive: Melee weapon attack; Reach 10'; One target; +6 to hit; Hit: 9 (1d10+4) slashing damage.

Tentacle: Melee attack; Reach 5'; One target; +6 to hit; Hit: 6 (1d8+2) bludgeoning damage

Eye Ray (Recharge 3-6): The Lensman knows one of these powers. Range 60', Save D.C. 10;

1) Emotion: Target must make a Wisdom saving throw or suffer disadvantage on attack rolls, saving throws, ability and skill checks for 5 (2d4) rounds. The target may repeat the save at the end of each of their turns to end this effect early.
2) Heal: As the spell, cast with a 6th level spell slot
Dispel Magic: As the spell, cast with a 3rd level spell slot
Tongues: As the spell, cast with a 3rd level spell slot
Phantasmal Force: As the spell, cast with a 2nd level spell slot
Protection: Targets gains immunity to one form of damage for 1 hour. 

 I was pretty limited on pictures for these guys, so have the token 
I made for my online games (not my art of course)