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Oculus Vigilans

Also known as: Sentinel Eye

A spherical creature with a single large eye and 3-6 eyestalks, pale gray in color

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class16 body, 13 main eye/eye stalk
Hit Dice4+4**
Number Appearing1
Attacks1 bite or special
Damage1d4+1 or special
MovementFly 30'
Save AsFighter: 4
Morale12 (special)
XP320
Treasure TypeSpecial

The Oculus Vigilans (sometimes called a Sentinel Eye) is an unusual member of the oculus family, for unlike the others they are not hateful nor voracious. One appears like most oculi, being a spherical body with a single large eye, a mouth below it (though in the case of this species the mouth points almost downward), and between 3 and 6 (1d4+2) eyestalks. The eyestalks are arranged starting near where a humanoid might have an ear, then proceeding up and over the main body in an evenly-spaced line ending with the last eye stalk where a humanoid’s other ear might be. They are pale gray in overall coloration, sometimes tinged faintly with green or blue.

These creatures come from another plane of existence, and are summoned or otherwise compelled to service by powerful wizards or priests. They will be assigned to guard some location or treasure, but do not have (nor care to have) any of their own. They are normally faithful to whatever bargain they have made, but if one is blinded in all its eyes it will return to its own plane, disappearing instantly as its next action in combat.

Special Abilities

Main Eye - Spell Turning: The main eye of an oculus vigilans has a power similar to a ring of spell turning, projecting a cone of contrary magical force 100 feet long and 20 feet wide at the base (farthest point). Spells cast within this area of effect will rebound just as if the oculus were wearing such a ring.
Eyestalk Powers:

The other eyes of the oculus vigilans have powers selected from the following list:

  1. Cause Serious Wounds (as the spell, but with a range of 60 feet; the oculus vigilans must make an attack roll, and on a successful hit this power inflicts 2d6+2 points of damage to any living creature hit)
  2. Confusion (as the spell)
  3. Create Food (as the spell, as if cast by a 9th-level Cleric)
  4. Create Water (as the spell, as if cast by a 9th-level Cleric)
  5. Cause Fear (as the reverse of the remove fear spell)
  6. Hold Monster (as the spell, as if cast by a 9th-level Magic-user)
  7. Telepathy (as the spell Mind Reading, but the oculus vigilans can not only hear thoughts but project its own thoughts so that the target creature can hear them as well)

The GM should choose or randomly determine (by whatever means they desire) which powers each eye possesses, noting that normally no oculus vigilans has the same power in two or more eyes. The main eye of this monster can target only those in front of the creature, but all of its eyestalks can turn to focus on those who are behind it as well as in front.

Difficult to Surprise: Oculus vigilans are only surprised on a roll of 1 on 1d6 due to their many eyes.
Eye Vulnerability: Any hit to an eye (whether the main eye or an eyestalk) blinds and disables it.