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<blockquote data-quote="Shade" data-source="post: 1504163" data-attributes="member: 287"><p>Alright, I think she's done. Up next, the Eye of the Dead.</p><p> </p><p>Following Krishnath's suggestion, this one will have 12 HD. Its game statistics are as follows:</p><p> </p><p>Str 10, Dex 10, Con 10, Int 13, Wis 13, Cha 10</p><p>AC -5</p><p>92 HP</p><p>Special Abilities: regeneration, animate dead, vampiric touch, finger of death</p><p> </p><p> </p><p><strong>Beholderkin, Eye of the Dead</strong></p><p>Large Aberration</p><p>Hit Dice: 12d8+48 (102 hp)</p><p>Initiative: +6</p><p>Speed: 5 ft. (1 square), fly 20 ft. (good)</p><p>Armor Class: 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23</p><p>Base Attack/Grapple: +9/+13</p><p>Attack: Eye rays +10 ranged touch and bite +3 melee (2d4)</p><p>Full Attack: Eye rays +10 ranged touch and bite +3 melee (2d4)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Eye rays</p><p>Special Qualities: All-around vision, darkvision 60 ft., flight, regeneration 5</p><p>Saves: Fort +10, Ref +8, Will +13</p><p>Abilities: Str 10, Dex 14, Con 18, Int 19, Wis 17, Cha 17</p><p>Skills: Hide +13, Knowledge (arcana) +19, Knowledge (religion) +19, Listen +18, Search +23, Spot +22, Survival +3 (+5 following tracks)</p><p>Feats: Alertness (B), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes</p><p>Environment: Cold hills and underground</p><p>Organization: Solitary, pair, or dread cluster (1-2 eyes of the dead and 3-12 skeletons or zombies)</p><p>Challenge Rating: 13</p><p>Treasure: Double standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: 13-16 HD (Large); 17-36 HD (Huge)</p><p>Level Adjustment: -- </p><p> </p><p><em>A jet-black bulbous orb floats ominously in midair, starting with its central, unblinking eye. Six smaller eyes, attached to wriggling stalks, sprout from the top of its body, and a vicious maw lined with daggerlike teeth cracks a wicked smile.</em></p><p> </p><p>Eyes of the dead are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. Because sentinels are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight.</p><p> </p><p>An eye of the dead is a jet-black 8-foot-wide orb dominated by a central eye and a large, toothy maw. Six smaller eyes on stalks sprout from the top of the orb.</p><p> </p><p>Eyes of the dead speak the language of Beholders and Common.</p><p> </p><p>Combat</p><p> </p><p>An eye of the dead tries to down as many foes as possible with its <em>finger of death</em> ray, in order to create fresh victims for its ever growing army of the undead.</p><p> </p><p><strong>Eye Rays (Su):</strong> Each of an eye of the dead's 6 eye rays resembles a spell cast by a 14th-level caster. Each eye ray has a range of 140 feet and a save DC of 19. The save DCs are Charisma-based. The 6 eye rays inclue: </p><p> </p><p><em>Eyebite:</em> The target must succeed on a Fortitude save or be affected as though by the spell.</p><p> </p><p><em>Finger of Death:</em> The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+14 points of damage if its saving throw succeeds. Eyes of the dead use this ray to create corpses for their animation cone. </p><p> </p><p><em>Ghoul Touch</em>: The target must succeed on a Fortitude save or be paralyzed as though by the spell. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except the eye of the dead) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. Eyes of the dead use this ray to take spellcasters out of the fight. </p><p> </p><p><em>Ray of Enbeeblement:</em> The target takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. Eyes of the dead use this ray to neutralize melee combants. </p><p> </p><p><em>Ray of Exhaustion:</em> The target is immediately fatigued and must succeed on a Fortitude save or be exhausted as though by the spell. Eyes of the dead use this ray to slow adversaries and diminish ranged attackers. </p><p> </p><p><em>Vampric Touch</em>: This works like the spell, causing 7d6 points of damage, and granting temporary hit points equal to the damage dealt to the eye of the dead.</p><p> </p><p><strong>Animation Cone (Su):</strong> An eye of the dead's central eye continually produces a 150-foot cone of animation. This functions just like <em>animate dead</em> (caster level 14th). All bones and corpses of dead creatures in the area arise as undead skeletons or zombies that follow the eye of the dead's spoken commands. Once each round, during its turn, the eye of the dead decides whether the animation cone is active or not (the eye of the dead deactivates the cone by shutting its central eye).</p><p> </p><p><strong>All-Around Vision (Ex):</strong> Eyes of the dead are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.</p><p> </p><p><strong>Flight (Ex):</strong> An eye of the dead's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.</p><p> </p><p><strong>Regeneration (Ex):</strong> An eye of the dead takes normal damage from fire, good-aligned weapons, and from spells or effects with the good descriptor.</p><p> </p><p>The eye of the dead first appeared in the Black Isle computer game <em>Baldurs Gate II: Throne of Bhaal</em>, (2001).</p></blockquote><p></p>
[QUOTE="Shade, post: 1504163, member: 287"] Alright, I think she's done. Up next, the Eye of the Dead. Following Krishnath's suggestion, this one will have 12 HD. Its game statistics are as follows: Str 10, Dex 10, Con 10, Int 13, Wis 13, Cha 10 AC -5 92 HP Special Abilities: regeneration, animate dead, vampiric touch, finger of death [b]Beholderkin, Eye of the Dead[/b] Large Aberration Hit Dice: 12d8+48 (102 hp) Initiative: +6 Speed: 5 ft. (1 square), fly 20 ft. (good) Armor Class: 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23 Base Attack/Grapple: +9/+13 Attack: Eye rays +10 ranged touch and bite +3 melee (2d4) Full Attack: Eye rays +10 ranged touch and bite +3 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Eye rays Special Qualities: All-around vision, darkvision 60 ft., flight, regeneration 5 Saves: Fort +10, Ref +8, Will +13 Abilities: Str 10, Dex 14, Con 18, Int 19, Wis 17, Cha 17 Skills: Hide +13, Knowledge (arcana) +19, Knowledge (religion) +19, Listen +18, Search +23, Spot +22, Survival +3 (+5 following tracks) Feats: Alertness (B), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes Environment: Cold hills and underground Organization: Solitary, pair, or dread cluster (1-2 eyes of the dead and 3-12 skeletons or zombies) Challenge Rating: 13 Treasure: Double standard Alignment: Usually lawful evil Advancement: 13-16 HD (Large); 17-36 HD (Huge) Level Adjustment: -- [i]A jet-black bulbous orb floats ominously in midair, starting with its central, unblinking eye. Six smaller eyes, attached to wriggling stalks, sprout from the top of its body, and a vicious maw lined with daggerlike teeth cracks a wicked smile.[/i] Eyes of the dead are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. Because sentinels are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight. An eye of the dead is a jet-black 8-foot-wide orb dominated by a central eye and a large, toothy maw. Six smaller eyes on stalks sprout from the top of the orb. Eyes of the dead speak the language of Beholders and Common. Combat An eye of the dead tries to down as many foes as possible with its [i]finger of death[/i] ray, in order to create fresh victims for its ever growing army of the undead. [b]Eye Rays (Su):[/b] Each of an eye of the dead's 6 eye rays resembles a spell cast by a 14th-level caster. Each eye ray has a range of 140 feet and a save DC of 19. The save DCs are Charisma-based. The 6 eye rays inclue: [i]Eyebite:[/i] The target must succeed on a Fortitude save or be affected as though by the spell. [i]Finger of Death:[/i] The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+14 points of damage if its saving throw succeeds. Eyes of the dead use this ray to create corpses for their animation cone. [i]Ghoul Touch[/i]: The target must succeed on a Fortitude save or be paralyzed as though by the spell. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except the eye of the dead) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. Eyes of the dead use this ray to take spellcasters out of the fight. [i]Ray of Enbeeblement:[/i] The target takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. Eyes of the dead use this ray to neutralize melee combants. [i]Ray of Exhaustion:[/i] The target is immediately fatigued and must succeed on a Fortitude save or be exhausted as though by the spell. Eyes of the dead use this ray to slow adversaries and diminish ranged attackers. [i]Vampric Touch[/i]: This works like the spell, causing 7d6 points of damage, and granting temporary hit points equal to the damage dealt to the eye of the dead. [b]Animation Cone (Su):[/b] An eye of the dead's central eye continually produces a 150-foot cone of animation. This functions just like [i]animate dead[/i] (caster level 14th). All bones and corpses of dead creatures in the area arise as undead skeletons or zombies that follow the eye of the dead's spoken commands. Once each round, during its turn, the eye of the dead decides whether the animation cone is active or not (the eye of the dead deactivates the cone by shutting its central eye). [b]All-Around Vision (Ex):[/b] Eyes of the dead are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked. [b]Flight (Ex):[/b] An eye of the dead's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range. [b]Regeneration (Ex):[/b] An eye of the dead takes normal damage from fire, good-aligned weapons, and from spells or effects with the good descriptor. The eye of the dead first appeared in the Black Isle computer game [i]Baldurs Gate II: Throne of Bhaal[/i], (2001). [/QUOTE]
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