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Great Orb of Eyes

Also known as: Gaze Tyrant

Terrifying spherical fleshy mass covered with countless pulsating and ever-shifting eyes

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class19
Hit Dice12* (+10)
Number Appearing1
Attacks1d4 rays or spell-like ability
DamageBy ray or spell
MovementFly 30'
Save AsMagic-User: 12
Morale9
XP1975
Treasure TypeNone

Great orbs of eyes, sometimes known as gaze tyrants for their habit of enslaving creatures with their eye rays, are terrifying entities composed of a roughly spherical fleshy mass covered with countless pulsating and ever-shifing eyes. They possesses remarkable intelligence but are unable to communicate verbally due to their lack a mouth.

However, their extraordinary visual prowess allows it to perceive its surroundings from all angles, leaving little room for surprise (it is only surprised at the GM’s discretion). A great orb of eyes can concentrate its gaze to detect magical auras and discern the presence of invisible beings, and has Darkvision out to a range of 120 feet, it also possesses telepathic abilities allowing it to communicate to any creature within 120 feet.

When engaging in combat, the great orb of eyes prefers to hover high above the ground, evading direct melee attacks. Then from some of its many eyes, it unleashes a formidable barrage of eye rays upon its foes. Each round, it fires 1d4 rays, each targeting a different adversary. If the roll exceeds the number of available targets, any additional rays are lost. The GM has the option to randomly determine the rays or strategically select those with the most devastating effects.

Fear, paralysis, and charm rays are the orbs favoured choices, as it aims to diable as many enemies as possible and sow chaos on the battlefield.

A great orb of eyes is reluctant to use its death ray unless its very life depends on it, rather draining its victims for sustenance. Another favorite attack of the great orb of eyes is charming its foes; charmed individuals become slaves, providing manual labor for the creature. When their usefulness ends, the great orb of eyes has no hesitation in draining these slaves for sustenance.

Special Abilities

All-Around Vision: Only surprised at the GM’s discretion.
Detect Magic and Invisibility: Can concentrate its gaze to detect magical auras and discern the presence of invisible beings.
Darkvision: 120 feet.
Telepathy: Can communicate to any creature within 120 feet.
Eye Rays:

Fires 1d4 rays each round, each targeting a different adversary. Roll 1d10 for each ray:

  1. Death: target must save vs. Death Ray or die.
  2. Draining: target takes 3d6 points of damage. They may save vs. Spells for half damage. The great orb of eyes heals half that many hit points.
  3. Fear: target is affected by cause fear (reversed remove fear) spell, as cast by a 12th-level Cleric.
  4. Charm: target is affected by charm monster spell, as cast by a 12th-level Magic-user.
  5. Hold: target is affected by hold monster spell, as cast by a 12th-level Magic-user.
  6. Blinding: target is affected by cause blindness (reversed remove blindness) spell, as cast by a 12th-level Cleric.
  7. Petrification: target is affected by flesh to stone spell, as cast by a 12th-level Magic-user.
  8. Disintegration: target is affected by disintegration spell, as cast by a 12th-level Magic-user.
  9. Sleep: target is affected by sleep spell, as cast by a 12th-level Magic-user.
  10. Anti-Magic: target is affected by anti-magic shell spell, the area of effect based around the target, as cast by a 12th-level Magic-user.