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<blockquote data-quote="Treebore" data-source="post: 5763232" data-attributes="member: 10177"><p>WOTC Beholders are WHIMPS anyways! Give me a Prysmal Eye from the Castles and Crusades monster book to terrify a party with any day!</p><p></p><p>NO. ENCOUNTERED: 1</p><p>SIZE: Medium</p><p>HD: 15 (d10)</p><p>MOVE: 40 ft. (fly)</p><p>AC: 29</p><p>ATTACKS: Bite (2d6),</p><p>Eyes 9 (Eyes)</p><p>SPECIAL: Eyes, Spells, Cannot</p><p>be Surprised, Immunity to</p><p>Magic, Telepathy, Silent</p><p>SAVES: M, P</p><p>INT: Supra-Genius</p><p>ALIGNMENT: Chaotic Evil</p><p>TYPE: Aberration</p><p>TREASURE: 11</p><p>XP: 11,700+15</p><p>Prysmal eyes are hateful, loathsome creatures that haunt subterranean depths</p><p>in search of food, territory, and power. Prysmal eyes are roughly a flattened</p><p>spherical shape, with tough silicate skin studded by recesses and grooves.</p><p>Their bodies are tough, and capable of deflecting both spells and steel. Their</p><p>skin also refracts light, occasionally causing prysmal eyes to appear distorted</p><p>and colorful. The underbelly of the beast has an orifice surrounded by rough</p><p>tentacles that functions to grind and devour victims. Highly intelligent, and</p><p>extremely cunning, prysmal eyes lurk in the dark recesses of well-traveled</p><p>passages, surprising passing creatures with unexpected demands of exorbitant</p><p>tribute and loot. Those who cannot (or will not) pay become the beast’s next</p><p>meal. They are solitary creatures that are extremely territorial.</p><p>Combat: Entering melee combat is anathema to prysmal eyes. Instead,</p><p>they will rely on their formidable magical strength to dominate and destroy</p><p>enemies. Few opponents can hold firm under the assault of a prysmal eye.</p><p>Eyes: Every prysmal eye has nine eyes situated equidistantly around its</p><p>exterior. Each of these eyes can generate a powerful surge of magical energy</p><p>every round. However, targeting a foe with one or more eyes will mean that</p><p>other eyes are on the opposite side of the creature. To resolve this, the Castle</p><p>Keeper should determine the location of each eye on the creature. A given</p><p>eye can only target foes within an unbroken line of sight. The visible arc for</p><p>each eye is 90° from center; up, down, and to either side. Unless otherwise</p><p>noted, all of the eye powers have a range of 60 feet, and strike the chosen</p><p>target. The powers of the eyes are as follows:</p><p>Eye 1- Polymorph: This effect is the same as the spell polymorph other,</p><p>except that the new form is always that of a creature or person that</p><p>is most feared by the victim. The effect can duplicate a specific</p><p>individual’s appearance and voice. Equipment, class abilities, and</p><p>non-physical qualities are not altered. If the victim is transformed</p><p>into a form where class abilities are useful then the victim’s class</p><p>abilities are retained. Otherwise, all effects are identical to the</p><p>spell polymorph other. If the victim possesses immunity to fear, this</p><p>ability will transform the victim into a randomly determined form. A</p><p>successful wisdom save negates this effect.</p><p>Eye 2- Teleport: This effect magically transports a victim to a different</p><p>location. The victim reappears 1d10 x 100 feet away, in a random</p><p>direction. Roll 1d6: 1-north, 2-south, 3-east, 4-west, 5-up, 6-down.</p><p>If an indicated direction and distance would result in teleportation</p><p>into a solid object, a constitution save is allowed to avoid immediate</p><p>death. If the save is successful, the creature is still transported, but</p><p>is stranded on the astral plane. In all other respects, this effect is</p><p>identical to the spell teleport. If a victim is teleported upwards, falling</p><p>damage may apply. A successful dexterity check negates this.</p><p>Eye 3- Enervate: This effect is identical to the spell energy drain,</p><p>leeching 2d4 levels or hit dice from the victim; if the victim is reduced</p><p>to 0 levels or hit dice, it is forever slain. A successful constitution save</p><p>negates this effect.</p><p>Eye 4- Immobilize: This effect is identical in effect to the various hold</p><p>spells, applying to any creature targeted. A creature affected is unable</p><p>to perform any physical activity for 2d4 rounds. Actions of a purely</p><p>mental nature, however, may still be performed. A successful strength</p><p>save negates this effect.</p><p>Eye 5- Disjoin: This effect is identical to the spell disjunction. This</p><p>power can be used once per day.</p><p>Eye 6- Harm: This effect is identical to the spell harm. There is no save</p><p>for this effect. This power can be used twice per day.</p><p>Eye 7- Prismatic Spray: This effect is identical to the spell prismatic</p><p>spray. This power can be used three times per day.</p><p>Eye 8- Animate Dead: All corpses within 500 feet of the prysmal eye</p><p>animate, and become either zombies or skeletons. These undead are</p><p>under the control of the prysmal eye. There is no limit to the number</p><p>of undead a prysmal eye can control at any given time.</p><p>Eye 9- Foresight: A victim of this effect must make a successful wisdom</p><p>save or have its next action known to the prysmal eye. If the save</p><p>fails, the prysmal eye gains a +4 bonus to all attack rolls against the</p><p>opponent, and a +4 bonus to armor class and saving throws against</p><p>attacks and effects generated by the victim. The prysmal eye also</p><p>gains initiative over the affected creature on the following round.</p><p>Cannot be Surprised: Prysmal eyes cannot be back attacked, sneak attacked,</p><p>or surprised. Their multiple sensory organs prevent this.</p><p>Immunity to Magic: Prysmal eyes are immune to all spells and effects except</p><p>those that are sound-based. Spells that generate light that are cast upon these</p><p>creatures actually heal them by 1 hit point per level or hit dice of the caster.</p><p>Telepathy: Prysmal eyes are able to telepathically communicate with any</p><p>intelligent creature within 120 feet. They are able to read surface thoughts,</p><p>and can concentrate on a specific creature for three rounds to reveal its</p><p>alignment, class, level or hit dice, and whether or not it is being truthful.</p><p>Silent: Prysmal eyes are silent when traveling or when using their abilities.</p><p>Spells and effects that generate silence do not prevent prysmal eyes from using</p><p>their abilities or casting spells.</p><p>Special: All prysmal eyes have the tracking ability of the ranger class. They</p><p>also possess the abilities, including spellcasting, of the illusionist class.</p><p></p><p>-Monsters and Treasure, second printing, from Troll Lord Games.</p></blockquote><p></p>
[QUOTE="Treebore, post: 5763232, member: 10177"] WOTC Beholders are WHIMPS anyways! Give me a Prysmal Eye from the Castles and Crusades monster book to terrify a party with any day! NO. ENCOUNTERED: 1 SIZE: Medium HD: 15 (d10) MOVE: 40 ft. (fly) AC: 29 ATTACKS: Bite (2d6), Eyes 9 (Eyes) SPECIAL: Eyes, Spells, Cannot be Surprised, Immunity to Magic, Telepathy, Silent SAVES: M, P INT: Supra-Genius ALIGNMENT: Chaotic Evil TYPE: Aberration TREASURE: 11 XP: 11,700+15 Prysmal eyes are hateful, loathsome creatures that haunt subterranean depths in search of food, territory, and power. Prysmal eyes are roughly a flattened spherical shape, with tough silicate skin studded by recesses and grooves. Their bodies are tough, and capable of deflecting both spells and steel. Their skin also refracts light, occasionally causing prysmal eyes to appear distorted and colorful. The underbelly of the beast has an orifice surrounded by rough tentacles that functions to grind and devour victims. Highly intelligent, and extremely cunning, prysmal eyes lurk in the dark recesses of well-traveled passages, surprising passing creatures with unexpected demands of exorbitant tribute and loot. Those who cannot (or will not) pay become the beast’s next meal. They are solitary creatures that are extremely territorial. Combat: Entering melee combat is anathema to prysmal eyes. Instead, they will rely on their formidable magical strength to dominate and destroy enemies. Few opponents can hold firm under the assault of a prysmal eye. Eyes: Every prysmal eye has nine eyes situated equidistantly around its exterior. Each of these eyes can generate a powerful surge of magical energy every round. However, targeting a foe with one or more eyes will mean that other eyes are on the opposite side of the creature. To resolve this, the Castle Keeper should determine the location of each eye on the creature. A given eye can only target foes within an unbroken line of sight. The visible arc for each eye is 90° from center; up, down, and to either side. Unless otherwise noted, all of the eye powers have a range of 60 feet, and strike the chosen target. The powers of the eyes are as follows: Eye 1- Polymorph: This effect is the same as the spell polymorph other, except that the new form is always that of a creature or person that is most feared by the victim. The effect can duplicate a specific individual’s appearance and voice. Equipment, class abilities, and non-physical qualities are not altered. If the victim is transformed into a form where class abilities are useful then the victim’s class abilities are retained. Otherwise, all effects are identical to the spell polymorph other. If the victim possesses immunity to fear, this ability will transform the victim into a randomly determined form. A successful wisdom save negates this effect. Eye 2- Teleport: This effect magically transports a victim to a different location. The victim reappears 1d10 x 100 feet away, in a random direction. Roll 1d6: 1-north, 2-south, 3-east, 4-west, 5-up, 6-down. If an indicated direction and distance would result in teleportation into a solid object, a constitution save is allowed to avoid immediate death. If the save is successful, the creature is still transported, but is stranded on the astral plane. In all other respects, this effect is identical to the spell teleport. If a victim is teleported upwards, falling damage may apply. A successful dexterity check negates this. Eye 3- Enervate: This effect is identical to the spell energy drain, leeching 2d4 levels or hit dice from the victim; if the victim is reduced to 0 levels or hit dice, it is forever slain. A successful constitution save negates this effect. Eye 4- Immobilize: This effect is identical in effect to the various hold spells, applying to any creature targeted. A creature affected is unable to perform any physical activity for 2d4 rounds. Actions of a purely mental nature, however, may still be performed. A successful strength save negates this effect. Eye 5- Disjoin: This effect is identical to the spell disjunction. This power can be used once per day. Eye 6- Harm: This effect is identical to the spell harm. There is no save for this effect. This power can be used twice per day. Eye 7- Prismatic Spray: This effect is identical to the spell prismatic spray. This power can be used three times per day. Eye 8- Animate Dead: All corpses within 500 feet of the prysmal eye animate, and become either zombies or skeletons. These undead are under the control of the prysmal eye. There is no limit to the number of undead a prysmal eye can control at any given time. Eye 9- Foresight: A victim of this effect must make a successful wisdom save or have its next action known to the prysmal eye. If the save fails, the prysmal eye gains a +4 bonus to all attack rolls against the opponent, and a +4 bonus to armor class and saving throws against attacks and effects generated by the victim. The prysmal eye also gains initiative over the affected creature on the following round. Cannot be Surprised: Prysmal eyes cannot be back attacked, sneak attacked, or surprised. Their multiple sensory organs prevent this. Immunity to Magic: Prysmal eyes are immune to all spells and effects except those that are sound-based. Spells that generate light that are cast upon these creatures actually heal them by 1 hit point per level or hit dice of the caster. Telepathy: Prysmal eyes are able to telepathically communicate with any intelligent creature within 120 feet. They are able to read surface thoughts, and can concentrate on a specific creature for three rounds to reveal its alignment, class, level or hit dice, and whether or not it is being truthful. Silent: Prysmal eyes are silent when traveling or when using their abilities. Spells and effects that generate silence do not prevent prysmal eyes from using their abilities or casting spells. Special: All prysmal eyes have the tracking ability of the ranger class. They also possess the abilities, including spellcasting, of the illusionist class. -Monsters and Treasure, second printing, from Troll Lord Games. [/QUOTE]
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