This was done to turn said creature into an ocular adept, the only divine casters of the Great Mother who weren't beholders themselves. The process killed the gazer, in a sense. A gazer's eye could be transplanted into a humanoid by a beholder surgeon. They could also be created via a magical process by beholder mages (although the process could be mimicked by others). Ecology Ī gazer was "born" out of a beholder's feverish dreams, in which its perception of scale and perspective was warped by its delirium. Gazers also had the ability to mimic any speech they heard, repeating it in a high pitched tone. Eyeballs working as familiars could have one of their rays converted into a spell ray, capable of delivering touch spells as rays. Beholders were capable of seeing out of the creatures' eyes and would sometimes give them to spellcasters for their own nefarious purposes. When working in a pack, some would keep enemies distracted with daze rays, while others shot at targets with frost rays. They lacked a central eye ability and could only fire two beams at once. The four eyestalks of gazers could cause effects similar to the spells cause fear, daze, mage hand, and ray of frost. On the rare occasion gazers worked together in a pack, they would team up against larger creatures, and become much more dangerous. Larger creatures who entered their territory were pestered and bothered until they left, although they would flee if challenged. Wild gazers, after losing or being driven off by their creators, were territorial nuisances who hunted for small game in their area. They preyed on and bullied any creature weaker than them. They could not be tamed by other people and would violently fling people away who tried to touch them. They were not violent towards each other and were capable of cooperation. Gazers would follow their creators around like aggressive puppies, stalking their lairs looking for vermin to kill. They possessed only four eyestalks rather than ten, and were only 8 inches (20 centimeters) across. The DMG has instructions on how to recalculate CR once you finish modifying your creature.Gazers resembled the beholder who had dreamed them into being with only minor differences. You'll have to do this individually for each creature, though, if you want to maintain its unique flavour while adding zombie flavour. You can adjust HP and AC depending on how challenging you want it to be. Then add zombie traits such as Undead Fortitude, lowered mental abilities, and increased Constitution. If you want to zombify a creature, start by deciding whether you want being a zombie to make it more, less, or equally challenging. (I could go on for longer, but I think you get the idea.) Other examples of this phenomenon include golems, hags, demons, devils, dragons, giants, angels, lycanthropes, and even oozes. This allows a DM to include one of the classic monsters in their campaign regardless of whether it is a high- or low- level campaign. Spectrums like this one are fairly common in the Monster Manual, particularly with iconic creatures like beholders. The basic Beholder is a CR 13, with the Death Tyrant being a slightly more powerful version at CR 14, the Beholder Zombie a much weaker version at CR 5, and the Spectator bringing up the rear at CR 3. They all follow the same pattern, but with varying levels of power. The Beholder Zombie is one of 4 types of Beholders. If you look at the melee attack of the 2 creatures, you can see that it is identical, because they're effectively the same creature. Lower AC makes players feel more effective, with higher HP making sure the battle is no less challenging. The Ogre Zombie is simply an interesting variant on the regular Ogre. The basic Zombie is one of the staple enemies of D&D, along with other swarming mooks such as Skeletons, Goblins, and Kobolds. The 3 types of zombies featured in the Monster Manual aren't independently created creatures, but they are independent of each other.
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