The Floating Eye of Death via HERE |
Ah, yes - eye monsters. Monsters composed of a giant eye with a toothy maw and the ability to use magical rays. I think another game called them beholders, but since me calling them beholders might get me in trouble, I call them eye monsters here, the "evil eye" in Blood & Treasure (voted number one RPG in the world by the owner of this blog), and I've heard many other euphemisms in other portions of the open content RPG world. Whatever you call them, they're a modern classic and below you will find a few variations that might be fun for your game.
DESCRYER
Large Aberration, Chaotic (CE), High Intelligence; Cluster (1d6)
Hit Dice: 9
Armor Class: 21
Attacks: 2 lashes (1d6)
Move: 5 (Fly 30)
Saving Throws: F10 R11 W8
Experience Point Value: 800 (CL 9)
Descryers are evil eyes of an especially brilliant hue. Like their kin, they can communicate with any sentient creature within 100 feet, with their thoughts entering a person's mind like a tongue entering one's ear - a very creepy, unwelcome feeling to be sure.
The descryers are the sages and oracles of their species, capable of perceiving past, present and future, and seeing beyond the material world. They are less dangerous in combat than their kin, but very useful to their people. Most are treated as oracles, and are housed in temples under the guard of their zealous cultists the akshi.
Descryers sees magical emanations naturally. It is constantly treated as though under the effects of detect magic. They are also treated as though under constant true seeing and detect good effects.
Unlike their kin, the descryer does not possess gaze attacks. Rather, they are capable of casting powerful divination effects. When they do so, they emit brilliant light, with a different color of light connected to each of their abilities. Creatures within 30 feet of this light must pass a Fortitude saving throw or be struck blind for 1d6 minutes. Creatures so affected must also pass a Will saving throw or have their emotional state altered for 1d6 hours (see descriptions below for effects).
Each divination power can be used by a descryer once per day, but no more than once every 1d4 rounds. Their powers are as follows:
CONTACT OTHER PLANE: As the magic-user spell. Accompanied by a moody blue light that causes crushing despair (as the bard spell).
DISCERN LOCATION: As the magic-user spell. Accompanied by an intense red light that causes rage (as the spell) .
FORESIGHT: As the magic-user spell. Accompanied by a pale yellow light that causes fatigue.
LEGEND LORE: As the magic-user spell. Accompanied by a scathing green light that affects people per the cause fear spell.
PROBE THOUGHTS: As the magic-user spell. Accompanied by a piercing white light that causes an effect similar to the calm emotions spell.
VISION: As the magic-user spell. Accompanied by a deep purple light that causes weakness (as the ray of enfeeblement spell).
Special Qualities: Resistance to acid, cold, electricity, fire and sonic, magic resistance 35%
EXAMINER
Medium Aberration, Chaotic (CE), High Intelligence; Cluster (1d6)
Hit Dice: 7
Armor Class: 19
Attacks: 2 lashes (1d4+1)
Move: 5 (Fly 40)
Saving Throws: F12 R12 W9
Experience Point Value: 700 (CL 8)
Examiners are the crafty spies of their species. Smaller than their more powerful kin, they are capable of getting into somewhat tighter spaces. Examiners see magical emanations naturally, and are always under the effect of a detect invisibility effect. They are also capable of turning invisible three times per day, and using the blink spell once per day. Examiners are albinos, with pale flesh and pink irises. They communicate telepathically in a high-pitched drone that makes the eyes water.
The examiner possesses gaze attacks, but can only use one per round. It cannot maintain any specific gaze attack for more than one round, and must wait 1d4 rounds before activating that particular gaze attack again. The examiner's gaze attacks have a range of 90 feet (assuming line of sight).
BURN: Subjects must succeed on a Fortitude save or be affected as though by burning hands.
CHARM: Subjects must succeed on a Will save or be affected as though by charm monster.
CONFUSE: Subjects must succeed on a Will save or be affected as though by confusion.
HYPNOTIZE: Subjects must succeed on a Will save or be affected as though by hypnotism.
PARALYZE: Subjects must succeed on a Will save or be affected as though by hold monster.
PROBE: Subjects must succeed on a Will save or be affected as though by detect thoughts (ESP).
SLEEP: Subjects must succeed on a Will save or be affected as though by sleep.
WEAKEN: Subjects must succeed on a Will save or see visions as per a ray of enfeeblement.
Special Qualities: Resistance to acid, cold, electricity, fire and sonic, magic resistance 15%
NECROPSIS
Large Aberration, Chaotic (CE), High Intelligence; Cluster (1d6)
Hit Dice: 11
Armor Class: 23 [Silver]
Attacks: 2 lashes (1d6)
Move: 5 (Fly 30)
Saving Throws: F 9, R 10, W 7
Experience Point Value: 1,100 (CL 12)
The necropsis is an eye monster that has dabbled in the necromantic arts. Steeped in negative energy, they have taken on necromantic powers. The necropsis is incorporeal. It has black flesh and a grey eyeball with a maroon iris. They communicate telepathically within 100 feet, with a ghostly moan.
The necropsis sees magical emanations naturally. It is constantly treated as though under the effects of detect magic. Additionally, the necropsis is also treated as though under a constant detect invisibility affect, and enjoys a constant invisibility to undead effect.
The necropsis possesses a vast repertoire of gaze attacks, but can only use one per round. It cannot maintain any specific gaze attack for more than one round, and must wait 1d4 rounds before activating that particular gaze attack again. The necropsis' gaze attacks have a range of 150 feet (assuming line of sight).
BITE: Subjects must succeed on a Will save or be affected as though by eyebite.
CHILL: Subjects must succeed on a Fortitude save or be affected as though by chill touch.
CURSE: Subjects must succeed on a Will save or be affected as though by bestow curse.
DEATH: Subjects must succeed on a Will save or be affected as though by inflict critical wounds (4d6+4 damage; save for half damage).
ENERVATE: Subjects must succeed on a Fortitude save or be affected as though by enervation.
PAIN: Subjects must succeed on a Will save or be affected as though by symbol of pain.
RE-ANIMATE: Dead bodies within the monster's gaze are affected per the animate dead spell.
SLAY: Subjects must succeed on a Fortitude save or be affected as though by slay living.
Special Qualities: Resistance to acid, cold, electricity, fire and sonic, magic resistance 25%
AKSHI
Medium Aberration, Chaotic (CE), High Intelligence; Cluster (1d6)
Hit Dice: 9
Armor Class: 18
Attacks: 4 lashes (1d6 + grapple) and weapon
Move: 30
Saving Throws: F11 R11 W8
Experience Point Value: 900 (CL 10)
The akshi are the insane crossbreeds of the eye monsters and the mind eaters. Bitter exiles from both communities, they sometimes form cults dedicated to the descryers or become underworld warlords, dominating lesser creatures and waging war on both the mind eaters and eye monsters.
Akshi look like humanoids with greenish skin, long arms with three fingers and a thumb, and a head composed almost entirely of a massive eye. Four long lashes are set around the eye. The akshi has no mouth - it drains life energy from creatures with its drain gaze attack, using its lashes to hold creatures in front of it, and its humanoid arms to force their eyes open. Akshi communicate telepathically with a domineering, imperious voice that has an unmistakably bitter edge to it.
Akshi see magical emanations naturally, per the detect magic spell.
The akshi possesses a repertoire of psionic and gaze attacks, but can only use one per round. It cannot maintain any specific attack for more than one round, and must wait 1d4 rounds before activating that particular attack again. The akshi's attacks have a range of 60 feet (assuming line of sight for gaze attacks).
BLAST (PSIONIC): As the mind eater mental blast ability.
CHARM (GAZE): Subjects must succeed on a Will save or be affected as though by charm monster.
DAZE (GAZE): Subjects must succeed on a Will save or be affected as though by daze.
DRAIN (GAZE): Subjects must succeed on a Fortitude save or be affected as though by vampiric touch.
HARM (GAZE): Subjects must succeed on a Will save or be affected as though by inflict light wounds.
BURN (GAZE): Subjects must succeed on a Fortitude save or be affected as though by burning hands.
PARALYZE (GAZE): Subjects must succeed on a Will save or be affected as though by hold person.
SLEEP (GAZE): Subjects must succeed on a Will save or be affected as though by sleep.
WEAKEN (GAZE): Subjects must succeed on a Fortitude save or be affected as though by a ray of enfeeblement.
Special Qualities: Resistance to acid, cold, electricity, fire and sonic, magic resistance 55%
Spells: 1/day--astral projection, detect thoughts (ESP), levitate, suggestion
No comments:
Post a Comment