```metadata title: DoomGaze description: >- An ancient fiend proficient in moving through planes that has mastered the art of Death itself. tags: - ff6 - final fantasy - doom gaze - death gaze - fiend - flying - teleport - portal systems: - 5e renderer: V3 theme: 5ePHB ```
{{artist,color:orange;top:20px,left:240px ##### Doom Gaze [Omar Jackson-Titjen](https://www.artstation.com/artwork/xLP22) }} ## Doom Gaze *(Death Gaze)* : Doomgaze soars over the skies of this new world, feeding on the life energy of people, creatures and vegetation alike; terrorizing all in its path. An ancient demon who knows no remorse. No satisfactory pack of unlikely heroes could possibly let this continue! Doomgaze is a formidable foe, so prepare well. : Doomgaze is built to be a recurring villain that the heroes have to fight multiple times before it is finally defeated. It uses a specific strategy to stay alive and has an autokill ability depending on the characters's level. Since it cannot heal itself, when threatened, it flees from combat in any way it can. Most often using teleportation magic, it then finds a safe haven for itself before finding life energy to feed upon again. \page {{monster,frame ## Doom Gaze *(Death Gaze)* *Gargantuan fiend, chaotic evil* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 297(18d20 + 108) **Speed** :: fly 80ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |23 (+6)|16 (+3)|23 (+6)|14 (+2)|12 (+1)|20 (+5)| ___ **Saving Throws** :: STR+12, CON+12, CHA+10 **Skills** :: Arcana +8, Intimidation +11, Perception +7 **Damage Resistances** :: Psychic **Damage Immunities** :: any damage from non-magical attacks, necrotic, poison **Damage Vulnerabilities**:: Fire, Radiant **Condition Immunities** :: Charmed, Frightened, Stunned, Prone **Senses** :: Truesight 120 ft., passive Perception 17 **Languages** :: All, telepathy **Challenge** :: 18 (20000 XP) **Spell save DC (CHA):** :: 19 {{width:80px}} **Proficiency Bonus:** +6 ___ ***Immutable Form.*** Doom Gaze is immune to any spell or effect that would alter its form. : ***Magic Resistance.*** Doom Gaze has advantage on saving throws against spells and other magical effects. : ***Doom Sustenance.*** Doom Gaze doesn't require air, food or sleep. : ***Legendary Resistances (3/day).*** If Doom Gaze fails a saving throw, it can choose to succeed instead. ### Actions ***Multiattack.*** Doom Gaze makes three attacks : ***Necrotic Claws.*** *Melee Weapon Attack:* +12 to hit, reach 15ft., one target. *Hit* 20 (3d8 + 6) slashing damage + 3d6 necrotic damage. *Additionally, a creature who is hit must succeed a grapple check, or otherwise becomes restrained if size large or lower. A creature bigger than size large would become grappled. A restrained or grappled creature suffers 17 (3d6+6) necrotic damage and can reroll at the beginning of their turn to end the effect. Doom Gaze heals an equivalent number of hit points to the necrotic damage inflicted to the creature while grappled or restrained.* : ***Wing Slap.*** *Melee Weapon Attack:* +12 to hit, reach 15ft., one target. *Hit* 17 (2d10 + 6) + 3d6 necrotic damage. *Additionally, a creature who is hit must succeed a Strength saving throw (DC19), or is knocked back 15 ft. and prone.* ### Reactions : ***Doom Aura.*** Any creature starting their turn within 30ft. of Doom Gaze suffers 11 (3d6) of necrotic damage. Doom Gaze regains a number of hit points equal to the damage dealt. *Note that a grappled of restrained creature from the Necrotic Claws attack do not suffer from this reaction.* }} \column {{monster,frame ### Bonus Action : ***Doom Gate.*** Doom Gaze casts the *Gate* spell in an effort to escape the fight if its hit points reach below 50. : ### Legendary Actions Doom Gaze can take 3 legendary actions from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Doom Gaze regains spent legendary actions at the start of its turn. : ***Doom Step.*** Doom Gaze casts *Misty Step*. : ***Doom Breath (Costs 2 actions).*** Doom Gaze's jaw opens before a gigantic, glowing cone of malice—pure hatred in a physical form—blasts into creatures ahead. Each creature in a 120-foot cone must make its choice of either a *Dexterity saving throw* to take cover, or a *Charisma saving throw* to resist malice from overtaking its soul. A target takes 26 (4d12) necrotic damage and 26 (4d12) force damage on a failed save, and half as much on a success. : ***Doom Gaze (Costs 3 actions, 1/day).*** Doom Gaze casts a massive death curse to every creature it sees within 120ft. of itself. Every creature affected must roll a Charisma saving throw (DC19) or be cursed to die and fall to 0 hit point after 3 turns on a failure. During those 3 turns, creatures cannot regain hit points and are vulnerable to necrotic damage. *Greater Restoration*, *Remove Curse*, *Dispel Magic* or other similar magic ends the curse before the end of the 3 turns. Any hit points lost by this spell heal Doom Gaze by an equal amount. Creatures who succeed the saving throw or who are under protection of the *Death Ward* spell or other similar magic are not affected. }}