Eye Devil
Medium fiend (devil), lawful evil
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Art: James Bousema
On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness. When it dreams about the Nine Hells, a beholder might end up inadvertently selling its soul to a devil within the dream. When the beholder dies, its soul arises in a fiendish form, its eye stalks replaced by diabolical horns. An eye devil continually sees visions of each of the Nine Hells, and the effects of its rays are determined by whichever hell it is seeing at the time.
- Armor Class 17 (natural armor)
- Hit Points 119 (14d8 + 56)
- Speed 0 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 15 (+2)
- Saving Throws Int +7, Wis +6, Cha +6
- Skills Perception +6
- Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities fire, poison
- Condition Immunities prone, poisoned
- Senses darkvision 120 ft., passive Perception 16
- Languages Deep Speech, Infernal
- Challenge 11 (7200 XP)
Devil's Sight. Magical darkness doesn't impede the eye devil's darkvision.
Horned Hide. At the start of each of its turns, the devil deals 11 (2d10) piercing damage to any creature grappling it.
Magic Resistance. the eye devil has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (3d6) piercing damage.
Eye Rays. The devil shoots three of the following magical eye rays, choosing one to three targets it can see within 120 feet of it. Two rays are determined randomly (reroll duplicates), and one ray is the ray associated with the layer of hell the devil has most recently visited.
1. Avernus Ray: a ray of stygian water. The targeted creature must succeed on a DC 16 Intelligence saving throw or have it's Intelligence and Charisma scores reduced by 1d4. If this reduces either score to 0, the target suffers the effects of the feeblemind spell. Otherwise, the reduction lasts until the target finishes a long rest.
2. Dis Ray: a ray of enchanting magic. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the devil for 1 hour, or until the devil harms the creature.
3. Minauros Ray: a ray of putrid acid. The targeted creature must succeed on a DC 16 Constitution saving throw or take 22 (9d4) acid damage and be poisoned for 1 minute.
4. Phlegethos Ray: a ray of hellish fire. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) fire damage.
5. Stygia Ray: a ray of freezing cold. The targeted creature must succeed on a DC 16 Constitution saving throw or take 16 (3d10) cold damage and become petrified for until the end of its next turn. While petrified in this way, it is vulnerable to fire damage.
6. Malbolge Ray: a ray that causes a pillar of stone to burst from the ground under the targeted creature, as if the bones of the earth spell were cast on that point. The creature must make a DC 16 Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
7. Maladomini Ray: a ray of hellish flies. The targeted creature succeed on a DC 16 Constitution saving throw or take 26 (4d12) poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; 4, west.
8. Cania Ray: a ray of frightening energy. 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.
9. Nessus Ray: a ray of blinding darkness. The targeted creature succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turn,s ending the effect on itself on a success.
10: Somewhere else: a calm washes over the devil, and it regains 2d6 hit points instead of shooting a ray.