b'Eyesore \n'b'  Medium   ooze ,  unaligned  \n'b'  Armor Class  7  Hit Points  60 (8d8 + 24)  Speed  20 ft.\n'b' STATS STR: 16 (+3) DEX:  5 (-3)  CON:  16 (+3)  INT:  1 (-5)  WIS:  12 (+1)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  piercing  Damage Immunities  acid  Condition Immunities   charmed ,  deafened ,  exhaustion ,  frightened ,  prone   Senses   darkvision  60 ft., passive  Perception  11 (see Stolen Vision)  Languages  \xe2\x80\x93  Challenge  1 (200 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Stolen Vision . An eyesore that has stolen at least one eye has vision. Additional eyes grant it additional vision types. With at least 4 eyes it has  darkvision  out to a distance of 30 feet. With 6 eyes, its  darkvision  increases to 60 feet. With 8 eyes, it gains proficiency with  Perception  (+3 bonus, passive  Perception  13). A typical eyesore has 6 eyes. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The eyesore attacks with its acid spray and uses Steal Eye. \n'b'  Acid Spray .  Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target.  Hit : 10 (2d6 + 3) acid damage. \n'b'  Enucleate . The eyesore attempts to use its Steal Eye action against a helpless,  unconscious , or sleeping creature without disturbing the subject. If the creature succeeds at the saving throw against Steal Eye, it becomes aware of the attempt and wakes up if possible. \n'b'  Steal Eye . All non-digested eyes within the eyesore lock gazes with a creature it can see within 30 feet. The creature makes a DC 13  Constitution  saving throw. On a failure, it magically loses an eye. If it loses two eyes, it is permanently  blinded . Stolen eyes immediately appear within the eyesore, under its control and potentially improving its vision. Stolen eyes can be retrieved from the fresh corpse of an eyesore within 1 hour of the eyesore\xe2\x80\x99s death. A creature can return a reclaimed eye into its socket as an action, restoring the creature\xe2\x80\x99s vision after 1 minute. Implanting a foreign eye into a socket requires a successful DC 13  Wisdom  ( Medicine ) check. On a failed check, the eye is destroyed. After 1 hour, the eyes in a dead eyesore are too decomposed to be of any use. \n'b'\n'b' ABOUT \n'b' Sometimes referred to as basilisk\xe2\x80\x99s bane, the eyesore is a musty green-blue lump of semi-translucent goo in which dozens of disembodied eyeballs float in various stages of digestion. Unlike most oozes, eyesores possesses a sense of vision, albeit one gained from a particularly macabre source: the stolen eyes of their victims. \n'b' An eyesore ranges from 80 to 120 pounds and typically contains four to eight eyeballs. Any creature with vision that looks upon the multitudinous eyes trapped within an eyesore risks having their own eyes magically removed and added to the eyesore\xe2\x80\x99s collection, blinding the poor subject and furthering the growth of the eyesore. Eyesores propagate themselves by splitting into two identical clones when they have consumed a sufficient number of eyes to do so (usually 12). \n'b' The exact origin of eyesores is lost to time. Legends say the first eyesore was created from the liquefied body of a jealous nymph\xe2\x80\x99s paramour, but some stories credit kobolds with creating eyesores to protect against roaming basilisks, cockatrices, and medusas. \n'b' Eyesores regard eyeless creatures or creatures that lack vision as uninteresting and unworthy of their attention. Young eyesores can even be fooled by mundane trickery such as a cloth blindfold. However, potential prey that displays even the merest hint of an ocular orb can stir an eyesore into a ravenous frenzy.'