These two weirdos are going to have some things in common from their shared creations, but of course they are two sides of the same coin and will feature a wide range of differences. Let’s just take the stats from “Vecna Lives” head on (so to speak) and see what we come up with from there. (we’ll compare the Die Vecna Die stuff later)
from Vecna Lives:
The Hand
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8 (x2, weapon) + 7/1-10+7
(I’d like to see this guy be able to apply his full damage bonus to the slam attack – is there a precedent for that? Or should that only be applied to the resulting crushing attack?)
There are no indications of mouth or sensory organs, yet the Hand does not seem impaired for the lack of these.
(right – that’s why we have blindsight/blindsense these days!)
The Hand normally begins a battle by throwing daggers (1d4 +7 points of damage), two per turn. It carries 12 daggers on its belt.
(would the Two-Weapon Fighting also need to be applied to throwing two daggers?)
Just before closing for a melee, it draws the two swords carried on its back. It can fight with both of these with no penalty.
(cool)
The third hand is used to seize and crush the opponent, causing 1d10 + 7 points of damage with a successful attack (and holding on to squeeze for the same damage each round after a successful attack).
(Improved grab for one thing…)
It is by this third attack that the Hand feeds. Lacking a mouth, it finds nourishment by drawing the strength from other things, living and non-living. Gripped in its third hand, steel becomes brittle like glass until it finally crumbles into dust. Living creatures lose 1d6 points of Strength each round they are held. The Hand can maintain Its grip from round to round, both causing damage draining Strength. Held characters can break free by rolling a successful Strength check. If a character is drained to 0 Strength or less, he dies. Lost Strength is regained at the rate of one point per day.
(so then this is Str damage and not drain? And should the effect it has on materials be a second ability or part of the same thing?)
Since it lacks mouth and ears, the priests communicate with the Hand via telepathy. Although it lacks sensory organs, the Hand is endowed with magical senses equal to or slightly better than a normal person's. The Hand is immune to darkness, blindness, deafness, and other attacks that would affect a normal creature’s sensory organs. A dispel magic renders it blind for one round.
(aha!)
The Eye
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-10 (weapon)/gaze
(so – it can attack with the greatsword and gaze in the same round. Gaze as free action 1/round?)
In situations in which it cannot use the sword, it crosses its arms, then whips out the two daggers to fight two-handed.
(same question as with the Hand?)
The Eye has several powers derived from its transformation. The least of these is that it cannot be surprised, as long as it is awake. It gains a -1 bonus to all initiative from a limited form of clairvoyance.
(remember – a –1 was a good thing! Improved Initiative, or maybe this comes from a Su ability?)
It is the gaze power of the Eye that is most fearsome. The Eye no longer eats in the normal sense, but it feeds on the souls of others drawn in by its gaze. Each round, the Eye can use its gaze attack on one target. Unless previously said to be avoiding the Eye's gaze, the victim must roll a saving throw vs. death. Those who succeed suffer no ill effect that round; those who fail are claimed by the Eye. Their life force is drawn into the Eye and held there. (This is seen by others as a ghostly form being sucked into the Eye.) The victim's body falls inert. The Eye cannot consume its metaphysical prey until the body is destroyed but once that is done the trapped life-force is devoured and can never be recovered by any means short of divine power.
If the Eye is slain, those life forces it has trapped but not devoured instantly return to their proper bodies, The Eye can voluntarily release any undevoured life forces. As a side effect, the Eye gains access to all the memories of those it traps.
Limited precognition causes the Eye to finish the sentences of others before they have a chance to say them.
(meh?)
The Eye has a limited precognition (as described in the combat section) that is constantly in effect. It can use clairvoyance, detect magic, and find traps at will. The Eye automatically detects all illusions.
(that’s better. I’d say that these are less likely spell-like abilities, but more subclasses of a Su ability like we did with the krakentua.)
The Eye's primary purpose is as a psychic tracker for the priests of Vecna. Once the Eye has seen an intelligent being – either directly or through scrying - it can sense that creature's aura over large distances. The range depends on the abilities of the player character. Those with no spellcasting ability can be detected only within a one-mile radius. Those with any spellcasting abilities are detectable at a radius in mules equal to their spell level. Thus a 12th level wizard (who is able to cast spells up to 6th level) is detectable within a six-mile radius.
The Eye's tracking ability is not infallible. Large concentrations of magical energy can shield a target's aura. Artifacts, stockpiles of magic items, or even areas with a high preponderance of spellcasters all have this effect. For example, simply entering the Guild of Wizardry is enough to block the Eye's tracking sense. In doubtful cases, the Eye must roll a successful saving throw vs. spell to retain the "scent."
(better than the Track feat!)
The Eye is able to communicate telepathically with whomever it wishes.
(easy enough.)