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.