Eyepicker (5e Creature)

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Tiny monstrosity, any alignment

Armor Class 16 (natural armor)
Hit Points 18 (12d4 - 12)
Speed 20 ft., climb 20 ft.

7 (-2) 18 (+4) 8 (-1) 13 (+1) 12 (+1) 9 (-1)

Skills Stealth +6
Proficiency Bonus +2
Senses tremorsense 30 ft., passive Perception 11
Languages Common
Challenge 2 (450 XP)

Anesthesia. When the eyepicker makes a successful attack against a creature that can't see it, the creature must succeed on a DC 10 Wisdom saving throw to notice the eyepicker.

Surgical Precision. The eyepicker scores a critical hit on a roll of 19 or 20. On a critical hit, it chooses one condition to effect the target; this lasts until the target completes a short or long rest, or it regains the hit points it lost to the attack that caused the condition. The eyepicker can cause a target to be blinded, deafened, incapacitated, or prone (in which case it cannot stand up normally).


Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Nimble Escape. The eyepicker takes the Disengage or Hide action.

Art by Jonathan Wojcik

The eyepicker is an incredibly tiny but remarkably dangerous creature skilled in the dissection of living and unliving bodies. Originally created to assist with surgical procedures, this mouse-sized, panicky monster is sensitive to the subtlest vibrations, easily mapping the internal layout of a living body with a few taps of its many-jointed digits and flexible trunk. With these unparalleled senses, scalpel-fine talons and powerful anesthetic saliva, a careful enough eyepicker can slice its way into most living organisms and sever select organs, nerves or tendons almost completely unnoticed.
An eyepicker will consume any animal tissues, but craves ocular orbs above all else, swallowing smaller eyes whole while others are sliced open and drained of their fluids. Feral eyepickers are known to take up residence beneath or within the bedding of larger creatures, emerging at night to steal small pieces of their victim.

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