Difference between revisions of "Floating Eye (3.5e Monster)"

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== Note ==
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{{:User:Aarnott/Monster Balance Disclaimer}}
 
 
This monster is balanced to fit in a rogue-level game. I have taken the liberty of '''not''' using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.
 
  
 
== Floating Eye ==
 
== Floating Eye ==
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|san5=Lock Gaze ([[Su]])
 
|san5=Lock Gaze ([[Su]])
|sad5=Floating eyes are most known for their ability to freeze creatures in place. Whenever a floating eye is hit by a melee attack, it can choose to attempt to lock its gaze with its attacker as an immediate action. If it does, the attacker must make a Will Save DC 15. On a failed save, both the floating eye and the attacker are [[SRD:Dazed|dazed]] for 2 rounds. If neither the attacker or the floating eye have taken damage after the 2 rounds pass, the floating eye may force the attacker to make another Will save, this time dazing them both for 4 rounds. This pattern continues, doubling the number of rounds with each successive iteration.
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|sad5=Floating eyes are most known for their ability to freeze creatures in place. Whenever a floating eye is attacked by a melee attack, it can choose to attempt to lock its gaze with its attacker as an immediate action. If it does, the attacker must make a Will Save DC 15. On a failed save, both the floating eye and the attacker are [[SRD:Dazed|dazed]] for 1 round and the attacker misses its attack against the floating eye.
  
 
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If in a solo fight, they will try to provoke their enemy into melee and use the daze effect to regain hitpoints through fast healing.
 
If in a solo fight, they will try to provoke their enemy into melee and use the daze effect to regain hitpoints through fast healing.
  
In group fights they are fine to be background artillery or even move in to save their allies when their allies need to fall back. They have no problems taking a hit (and hopefully causing a daze) in a group fight to save an ally.
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In group fights they are fine to be background artillery or even move in to save their allies when their allies need to fall back. They have no problems taking an attack (and hopefully causing a daze) in a group fight to save an ally.
  
  
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Latest revision as of 02:11, 19 September 2012

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Author: Aarnott (talk)
Date Created: 00:25, 28 December 2011 (UTC)
Status: In Progress
Editing: Clarity edits only please
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Note[edit]

This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.

Floating Eye[edit]


Floating Eye

CR 2

N Small Aberration
Init/Senses +0/true seeing 10 ft., darkvision 60 ft., low-light vision; Listen —, Spot +10
AC 17, touch 15, flat-footed 15
hp 30 (2 HD); fast healing 1
Fort/Ref/Will +5/+5/+5
Speed 0 ft., fly 20 ft. (perfect, must be within 5 ft. of a surface)
Ranged +9 Fire Blast (2d6 fire + ignite, 60 ft. range increment)
Space/Reach 10ft./10ft.
Base Atk/Grp +2/+5
Atk Options Fire Blast, Cold Cone, Acid Burst, Lightning Line, Lock Gaze
Abilities Str 4, Dex 10, Con 10, Int 4, Wis 10, Cha 10
Advancement
Fire Blast (Su) As an attack action, a floating eye can shoot a blast of fire at a single enemy. The eye makes a ranged attack roll with a +9 bonus and a 60 ft. range increment (maximum of 10 range increments). If it hits, the enemy takes 2d6 fire damage and must make a Reflex save DC 15 or else be ignited. An ignited creature takes 1d6 fire damage immediately and must save at the start of each of their turns or else take another 1d6 fire damage. Once the creature saves, the fire is extinguished. A creature may take a full-round action to automatically extinguish the flames.
Cold Cone (Su) As a standard action, a floating eye can create a cone of cold 15 ft. long. Creatures in the cone take 2d6 cold damage and have their movement speed halved for 3 rounds, Reflex save DC 15 for half damage and ignore the movement speed penalty.
Acid Burst (Su) As a full-round action, a floating eye can create a 5 ft. radius burst of acid anywhere within 60 ft. Each creature in the area takes 2d6 acid damage and receives a -1 penalty to AC and saving throws for 3 rounds, Fortitude save DC 15 for half damage and no penalties.
Lightning Line (Su) As a full-round action, a floating eye can fire a 30 ft. line of lightning. Creatures in the area take 2d6 lightning damage and contract Stage 1 of Blinding Sickness, Fortitude save DC 15 for half damage and no disease.
Lock Gaze (Su) Floating eyes are most known for their ability to freeze creatures in place. Whenever a floating eye is attacked by a melee attack, it can choose to attempt to lock its gaze with its attacker as an immediate action. If it does, the attacker must make a Will Save DC 15. On a failed save, both the floating eye and the attacker are dazed for 1 round and the attacker misses its attack against the floating eye.

A giant eyeball floats a few feet off the ground. Its iris glows and then it shoots a brightly colored beam of energy at you.

Floating eyes are common denizens of underground areas. Their name basically describes what they look like: big floating eyeballs. It isn't really understood how they can even exist or why they will help out monsters in areas they live in, but then attack other monsters from the same area. Scholars chock it up to magic. Go figure.

One thing that is certain about floating eyes is that they are rarely alone even if they appear to be. Monsters will often team up with a floating eye and wait until it locks gaze with a creature it has pissed off with its eye rays. They will then use the opportunity to run in and get an easy snack.

Floating eyes have no real desires or motivators. They don't eat, breathe, sleep, and don't have any need for material goods. They just roam around caverns and corridors, attacking some creatures, ignoring some, and helping out others. They also don't have a strong sense for survival and have no problems fighting to the death.

Although they are common, it is extremely rare to find more than one of them working together. It isn't even known how they come to be because they definitely don't breed in a traditional sense.

Strategies and Tactics[edit]

Floating eyes, despite their low intelligence, are fairly strategic combatants. They will barrage enemies with whatever elemental eye ray will cause the most damage and they will switch up which elements they use.

If in a solo fight, they will try to provoke their enemy into melee and use the daze effect to regain hitpoints through fast healing.

In group fights they are fine to be background artillery or even move in to save their allies when their allies need to fall back. They have no problems taking an attack (and hopefully causing a daze) in a group fight to save an ally.



Back to Main Page3.5e HomebrewMonsters

AuthorAarnott +
Challenge Rating2 +
Identifier3.5e Monster +
NameFloating Eye +
RatingUnrated +
SizeSmall +
SummaryA giant eyeball floats a few feet off the ground. Its iris glows and then it shoots a brightly colored beam of energy at you. +
TitleFloating Eye +
TypeAberration +