Abilities īy ingesting blood, the death kiss could generate electricity, which it could use to further damage its foes. They might impersonate true beholders to scare off greater threats. They were also sadistic, enjoying playing with their prey and draining them slowly and not taking combat seriously. They were only paranoid about the loss of blood and so drained the blood of any creature they could find. They would typically submit to more powerful entities if only to keep their lives, lacking the egotistical nature of normal beholders. Behavior ĭeath kisses would attempt to escape the clutches of their creators at the first opportunity, as they were clearly superior. Only those who were not familiar with beholders could mistake a death kiss for a beholder. They could speak through their mouths and they sounded high-pitched and nasally. At the end of each of their tentacles was a toothy mouth, and each tentacle was fully retractable. Their bodies were 10 ft (3 m) across and their leathery skin was a mottled gray, or a muted hue of the original beholder's skin. I should have converted this a long time ago, but for whatever reason never got around to it until mentioned tiny beholders on his Patreon podcast this week, which reminded me of the eyeball’s existence.Death kisses resembled beholders but lacked their eyestalks and their mouth below their main eye, and instead were covered in ten, 20-foot-long (6 meters) tentacles ending in mouths. If the eyeball does not discharge the spellray on its next action, the spell’s charge is lost. If this attack succeeds, the spell affects the ray’s target as if the spellcaster had delivered the touch spell. + 5 ft./2 master’s levels) with a ray from its central eye (+7 ranged touch). The master casts the spell on her familiar, and the next time the eyeball acts it may attempt to strike another target within close range (25 ft. ![]() Spellray (Su): An eyeball’s master can use it as a vehicle for the delivery of a touch spell. An eyeball familiar gains the following special attack: This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.Ī spellcaster within one step of neutral evil with an arcane caster level of 3rd or greater can gain an eyeball as a familiar by taking the Improved Familiar feat. The save DCs are Charisma-based.įlight (Ex): An eyeball’s body is naturally buoyant it can cease or resume flight as a free action. ![]() Each ray has a range of 35 feet and a save DC of 10. Each eye’s effect resembles a spell (CL 4th). Unlike true beholders, eyeballs can only use one of their eye rays at a time. Skills: Perception +6, Stealth +15 Racial Modifiers: +4 PerceptionĮye Rays (Su): Once per round, an eyeball can produce a magical ray from one of its small eyes as a free action that produces the effect of one of the following spells: cause fear, daze, mage hand, or ray of frost. Str 6, Dex 16, Con 13, Int 3, Wis 14, Cha 10īase Atk: +0 CMB: -4 CMD: 9 (can’t be tripped) Init: +3 Senses: All-around vision, darkvision 60 ft. Most true beholders hate eyeballs as much as they hate all beholder-kin, but eyeballs can nonetheless be found near their lairs as scavengers. Evil wizards who wish to cultivate a reputation for danger often select eyeballs as familiars.Įyeballs that have escaped into the wild become pack hunters, working together to take down larger creatures than themselves with their daze and frost rays. Only eight inches wide, eyeballs are no larger than a human head, with four stubby eyestalks set in a row above its large central eye and a mouth full of small, needle-like teeth.Įyeballs have been created by several different mages, beholder cults, and other aberrations who independently came up with the idea of creating miniature mutant beholders for use as servants. ![]() The smallest and weakest members of the beholder family, eyeballs are nonetheless tenacious and ill-tempered predators.
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