Tentacle. Melee Weapon Attack: +7 to hit, reach 20 ft, one target. Hit: 11 (2d6+4) bludgeoning damage, and the target is grappled and restrained (escape DC 13).
Weakening Gaze: At the end of the eye's turn, it can focus its gaze on a creature it can see within 60 ft, keeping its eye locked upon that creature until its next turn. As long as it can see the creature, all damage dice dealt by that creature is reduced by one size (d12 -> d10 -> d8 -> d6 -> d4 -> d2).
Eye Rays. The glauervong eye shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 ft of it:
1. Self-Loathing. The targeted creature must make a DC 14 Charisma save. On a failed save, the target must spend its next action making one attack against itself using its normal weapon or cantrip.
2. True Despair. The targeted creature must make a DC 14 Wisdom save, taking 22 (4d10) psychic damage on a fail or half on a success.
3. Abject Terror. The targeted creature must make a DC 14 Wisdom save. On a failed save, the target is frightened until the end of the eye's next turn, and during that time its speed is 0.
4. Boiling Rage. The targeted creature must make a DC 14 Dexterity save, taking 21 (6d6) fire damage on a fail or half on a success.
5. Intense Desire. The targeted creature must make a DC 14 Charisma save. On a failed save, it becomes charmed by the glauervong until the end of the glauervong's next turn, and it must spend its next turn's movement getting as close to the glauervong as possible.
6. Lonely Cold. The targeted creature must make a DC 14 Constitution save, taking 18 (4d8) cold damage on a fail or half on a success..