Atlas Rules Resources Adventures Stories FAQ Search Links
Wandering Eyesby Angelo Bertolli
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'):
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.
Charm. The victim must is affected as Charm Monster.
Fear. As the cleric spell Cause Fear.
Stun. The victim must save vs spells or be stunned 2d4 rounds
(no action, move 1/3, -4 to saves, +4 AC, cannot concentrate)
Confusion. The victim is affected as the magic-user spell.
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.