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Prying Eyesby Jamie Baty
Diminutive Outsider (Extraplanar)
Hit Dice: 1/2d8 (2 hp)
Initiative: +7 (+7 Dex)
Speed: fly 20 ft. (perfect)
Armout Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: 0/-17
Attack: "Bite" +11 touch (1d6 negative energy + paralysis)
Full Attack: "Bite" +11 touch (1d6 negative energy + paralysis)
Space/Reach: 1 ft./0 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60ft., magic banishment, outsider traits, spell immunity
Saves: Fort +2, Ref +9, Will +5
Abilities: Str 1, Dex 25, Con 10, Int 18, Wis 17, Cha 10
Skills: Gather Information +10, Hide +19, Knowledge (arcana) +14, Knowledge (the planes) +14, Listen +13, Spellcraft +14, Spot +13
Feats: Weapon Finesse
Environment: Astral or Any Land
Organisation: Solitary, or Swarm (5-20)
Challenge Rating: 1/8
Alignment: Always neutral
Advancement: 1-2 HD (Diminutive); 2-3 HD (Tiny)
Level Adjustment: -
These odd creatures take the form of small, twinkling pairs of lights that float together (levitating) in midair appearing as disembodied, glowing eyes.
The origin of the prying eyes is uncertain, but it is thought they come from the Astral Plane, and are allowed entry by the casting of Gates and use of similar magics that create connections between planes, or find their own ways through existing wormholes. Attracted to magical activity of all sorts, they seem naturally inquisitive, so that they will follow living creatures, and cluster about the location of any magical effects (or, failing that, magical items or spellcasters). Prying eyes are silent and have no minds that can be contacted or affected.
Prying eyes never attack, unless they are attacked first-and will only counterattack each time they are menaced, not engaging in any ongoing combat unless they appear to do so while responding to repeated attacks. For example, if struck, they will strike back once - and then float peacefully nearby. If later struck again, they will strike back, and then resume peacefully watching.
Paralysis (Ex): Any creature "bitten" by a Prying Eyes must make a fortitude save vs DC 11 (Con Based) or be paralysed for 1d4 rounds. In addition, any attacker that comes in contact with a prying eyes, whether directly or with a weapon, must also make the DC 11 fortitude save or be paralysed.
Magic Banishment (Ex): Any magical attack (spell, magic weapon, spell-like effect) that hits or affects the prying eyes instantly banishes it back to the astral plane.
Spell Immunity (Ex): A prying eyes is immune to all mind-affecting spells, including illusions, or the effects of charm, sleep, hold, and similar "mind control" magics.