Gaze Guard
Constructed, non-sentient security systems created by powerful Magic-users
Basic Fantasy Field Guide Omnibus
| Armor Class | 20 (m) |
|---|---|
| Hit Dice | 5* |
| Number Appearing | 1 |
| Attacks | 1 ray |
| Damage | special |
| Save As | Fighter: 5 |
| Morale | 12 |
| XP | 555 |
| Treasure Type | None |
Gaze Guards are constructed, non-sentient security systems often created by powerful Magic-users to protect their domain. They usually take the form of a stationary eye carved into a wall to guard a room or hallway. Gaze guards are ever vigilant, making them impossible to surprise, and have Darkvision out to 60 feet. While immobile, the gaze guard’s purpose is usually not to kill the interlopers but rather to intercept or repel travelers.
The effect of individual gaze guards differs between creations, but it is almost always a form of ray attack. The GM may roll to determine which ray the gaze guard can use.
Special Abilities
Ever Vigilant: Impossible to surprise.
Darkvision: Darkvision out to 60 feet.
Gaze Guard Rays: 1-2 Charm: The target is affected by a charm monster spell, as cast by a 12th-level Magic-user.
3-4 Hold: The target is affected by a hold monster spell, as cast by a 12th-level Magic-user.
5-6 Petrify: The target is affected by a flesh to stone spell, as cast by a 12th-level Magic-user.
7-8 Feeblemind: The target is affected by a feeblemind spell, as cast by a 12th-level Magic-user.
9-10 Confusion: The target is affected by a confusion spell, as cast by a 12th-level Magic-user.