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Wandering Eyes

by Angelo Bertolli

Armour Class:

4

Save As:

F8

Hit Dice:

8***

Morale:

10

Move:

90

Treasure:

L,N,O

Attacks:

bite

Alignment:

any

Damage:

2d4

XP Value:

2300

Some have speculated that the Wandering Eyes is related to the beholder, however it seems they might have originated in two completely different areas. As a whole, Wandering Eyes are much more pleasant to behold. A Wandering Eyes looks like a floating orb-like head (about 2' wide) with a single large eye in its forehead and a mouth. Out of the back of its head grow five trunk-like or snake-like appendages, forming a kind of star formation around the head, and usually facing forward. Each stalk ends in a small sphere containing an eye. Each of the smaller eyes creates a ray with a different magical effect; each can be used each round. While there can be different abilities, generally Wandering Eyes have the following (range 120'):

Eye 1:

Attack. This ray operates like a magic missile spell,

 

doing 3d6+3 points of damage, and the ray can create fire,

 

cold, or lightning damage.

 

 

Eye 2:

Charm. The victim must is affected as Charm Monster.

 

 

Eye 3:

Fear. As the cleric spell Cause Fear.

 

 

Eye 4:

Stun. The victim must save vs spells or be stunned 2d4 rounds

 

(no action, move 1/3, -4 to saves, +4 AC, cannot concentrate)

 

 

Eye 5:

Confusion. The victim is affected as the magic-user spell.

 

 

Central:

Passwall. As the magic-user spell.

In addition, the central eye has perfect night vision and can see magically in the darkest of darkness. A Wandering Eyes moves by means of a magical flight, but is somewhat faster than beholders.