Death Monkee
2010-05-29, 08:13 PM
Hi, for a while now I've been tinkering with these and thought I might as well release them and see what everyone else thought of them.
These Prestige Classes are expanded versions of a couple 3.0 prestige classes that appeared in Dragon Magazine, I don't know who thought them up but whoever did only wrote them to Level 5. I decided to write them another 5 levels, so here you all go. I may upload pictures later.
Expanded Waker of the Beast
HD:d12
Requirements:
Race: Any humanoid or monstrous humanoid
Alignment: Any evil
Bab: +7
Feats: Power Attack, Tougness, Willing Deformity
Special: Must have been within 150 feet of the Tarrasque and survived.
Waker of the Beast
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Natural Armor +1, Locate the Sleeper
2nd|
+2|
+3|
+0|
+0|Strength of the Beast
3rd|
+3|
+3|
+1|
+1|Claws and bite, Natural Armor +2
4th|
+4|
+4|
+1|
+1|DR 5/-, Str +2, Int -1
5th|
+5|
+4|
+1|
+1|Tarrasque Apothesis 1, Natural Armor +3
6th|
+6|
+5|
+2|
+2|Regen 1, Str +2, Int -1
7th|
+7|
+5|
+2|
+2|DR 10/-, Natural Armor +4
8th|
+8|
+6|
+2|
+3|Regen 2, Str +2, Int -1
9th|
+9|
+6|
+3|
+3|Horns and Tail, Natural Armor +5
10th|
+10|
+7|
+3|
+3|Tarrasque Apotheosis 2, Regen 3, Str +2, Int -1[/table]
Skills: Climb, Perception, Knowledge(nature), Intimidate
Skill Points: 2 + Int
Natural Armor(Ex): At 1st level, a waker of the beast begins to grow a tough carapace that provides him with natural armor. This increases the waker's natural armor by +1 per every odd level of this class.
Locate the Sleeper(Su): A 1st level waker of the beast begins having vision about the tarrasque. These visions (or nightmares) take place only when the waker is asleep. Through these dreams, the waker learns the current location of the tarrasque. These visions also give the waker an understanding of how to awaken the slumbering tarrasque. Once a waker is within 1 mile of the tarrasque, he can begin chanting to call the tarrasque from its sleep. The waker can try to awaken it once per month, with a percent chance equal to his class level. Multiple wakers can attempt the chant together by joining hands, combining their class levels for the total percentage. Upon waking, the tarrasque begins its reign of terror on the landscape. The waker of the beast in no way controls the tarrasque.
Strength of the Beast(Su): Every even level in this prestige class increases strength by +2 and lowers intelligence by -1, minimum 3.
Claws and Bite(Ex): At 3rd level, the waker of the beast gains 2 claw attacks and a bite attack, if he did not already have them. Use the base values below or the waker's base claw and bite attacks, whichever are better. Bite 1d6, Claws 1d4.
Damage Reduction: At 4th level, the waker takes less damage as he grows closer in nature to his master.
Tarrasque Apotheosis 1(Su): At 5th level, the waker of the beast's type permantly changes to monstrous humanoid.
In addition, the waker of the beast grows larger by one size category. He also gains scent to a range of 20 feet.
Regeneration(Ex): The waker of the beast regenerates non-lethal damage dealt to him. All damage dealt to him is non-lethal. As a full round action he may re-attache severed limbs. At level 10 he gains the ability to function despite having his head cut off, he can survive for 1 minute per point of Constitution without his head.
Horns and Tail(Ex): At 9th level, the waker of the beast gains 2 horn attacks and a tail attack, if he did not already have them. Horns 1d6, Tail 1d6.
Tarrasque Apotheosis 2(Su): At 10th level, the waker's type changes again, this time to magical beast as he grows yet closer to his master. He also grows in size by another step, to a maximum size of Huge. From this point on Armor no longer fits the waker, nor provides any benefit. The waker loses the Armor body slot. He also gains an additional amount of natural armor equal to his Constitution modifier, as his skin hardens into tough plates.
And the Expanded Sphere Minion.
SPHERE MINION
Among some humanoids and monstrous humanoids, insane individuals worship the terrible gods of the beholders. To these people, beholders are perfect beings that have reached the pinnacle of evolution. They look at their own bodies, with only two feeble eyes and flawed, crude limbs and are filled with
disgust. By venerating the Great Mother of the beholders, they hope to receive her blessing.
The sphere minion is typically one of the many slaves that belong to a beholder community. Through constant brainwashing and exposure to beholders, they lose any sense of their former identity, making obedience to their masters the only goal worth pursuing. They are the masters and elite among the
slaves, preaching the message of the Great Mother and the superiority of beholderkind. Beholders treat sphere minions slightly better than the other slaves, but they still look at them with disgust and disdain. The other slaves view them with awe and envy, for the sphere minion has been touched and
changed by the Great Mother.
Variant: Another variation is to remove the alignment and patron requirement of these prestige classes in order to make them destroyers of the monsters they emulate. These crusaders give up a great deal of their being to become more like their enemy.
• A group of wizards capture beholders in order to harness their intrinsic powers, turning unwitting pawns into “sphere slayers.”
HD: d6
Requirements:
Race: Any humanoid or monstrous humanoid.
Alignment: Lawful evil.
Patron: The Great Mother.
Knowledge (Arcana): 5 ranks, Perception 1 rank.
Feats: Alertness, Weapon Focus(ray).
Special: You must recieve the blessing of a beholder before you may begin the transformation.
Sphere Minion
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Eye stalk 1 1/day, Bonus Feat
2nd|
+1|
+0|
+0|
+3|All-around vision, Natural Armor
3rd|
+2|
+1|
+1|
+3| Eye stalk 2 1/day, Eye stalk 1 2/day
4th|
+3|
+1|
+1|
+4|Levitate, Improved Eyestalk 1
5th|
+3|
+1|
+1|
+4|Beholder Apotheosis 1,eye stalk 3 1/day,2 2/day,1 3/day
6th|
+4|
+2|
+2|
+5| Eyeball Companion
7th|
+5|
+2|
+2|
+5|Eye-stalk 4 1/day, ect....
8th|
+5|
+3|
+3|
+6|Anti-magic cone 15' 2/day
9th|
+6|
+3|
+3|
+6|Eye-stalk 5 1/day, ect....
10th|
+7|
+3|
+3|
+7|Beholder Apotheosis 2, Anti-magic cone 15' at will[/table]
Skills: Craft, Knowledge(Arcana), Perception, Profession, Bluff, and Intimidate.
Skill Points: Int +2
Eye-stalks(Su): As the Sphere Minion levels up it grows eye-stalks from its head. You gain the base amount of uses per day plus a number of uses equal to your cha mod. Your caster level is equal to 5 + your class level.
Unlike a beholder, the sphere minion can aim his eye stalks in any direction without problems. Using an eye stalk is a standard action.
Each ray resembles a spell as though cast by a sorcerer of a level equal to 5 + the sphere minion’s class level but follows the rules for a ray. Each has a range of 50 feet and a saving throw DC of 10 + sphere minion class level + Charisma modifier.
Eye Stalk I (Su):
Charm Person: The target must succeed at a Will save or be affected as
though by the spell.
Inflict Light Wounds: This works just like the spell, causing 1d8+5 points of damage (Will half).
Sleep: This works like the spell, except that it affects one creature with a number of HD up to the character level of the sphere minion. The target must succeed at a Will save to resist.
Eye Stalk II (Su):
Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell.
Charm Monster: The target must succeed at a Will save or be affected
as though by the spell.
Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist.
Eye Stalk III (Su):
Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell.
Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 2d6+6 points of damage if his saving throw succeeds.
Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell.
Telekinesis: The sphere minion can move objects or creatures, as per the spell. Creatures can resist with a successful Will save.
Eye Stalk IV (Su):
Pick any spell, level 8 or lower.
Eye Stalk V (Su):
Pick any spell, level 9 or lower.
Improved Eyestalk: Choose one of the level 1 eye-stalks you have not yet chosen. You gain it as normal except you may use it at will, once every 1d4 rounds.
Natural Armor: As your skin hardens and your form shifts you gain natural armor and become unable to wear traditional armor ever again. You have Natural armor equal to your level in this class. At level 6 you may never wear traditional armor again(You also lose the armor body slot).
Levitate(Sp): At 4th level, you gain the ability to cast Levitate on yourself with a caster level equal to your class level. This is an at will ability.
Beholder Apotheosis 1(Ex): Your limbs shrink and become gangly and your skin changes to a leathery texture and becomes yellowish. Both of your eyes merge into one larger eye in the middle of your forehead. You gain a bite attack(1d4) as your teeth turn needle-like and abundant. Your type changes to monstrous humanoid.
Eyeball Companion: At 6th level, you aquire a familiar of sorts. A beholderkin Eyeball(Monsters of Faerun) comes to you in the dark of night and pledges itself to you. It will do anything you tell it to, within reason. As you level it recieves benefits as a familiar, if you have any levels which grant a familiar those levels stack for determining the Eyeball's bonuses. You gain a second eyeball companion at 10th level.
Anti-Magic Eye(Su): Can maintain for cha mod in rounds. Full round action to maintain. In the area covered by the cone, magical and supernatural effects are suppressed. After using this ability you must wait 1d20 rounds before you are able to use it again.
Beholder Apotheosis 2(Ex): From this point on it is impossible to lose any abilities granted by this class, and you are treated in all respects as a beholder. Your type changes to Aberration. Pick two of your eyestalks, you may use them at will, once every 1d4+1 rounds.
Ex-Sphere Minions: A sphere minion who ceases worshiping the Great
Mother or willingly opposes a beholder loses almost all the class features of this prestige class. Any eye stalks that the former sphere minion has cease working and then fall off. He also loses the ability to levitate. The only class feature that is not lost is the beholder apotheosis. The creature is permanently warped and twisted into a monstrous humanoid, retaining the single, merged eye as a sign of his former allegiance to the beholder goddess. Once you achieve level 10 in this class you can no longer lose your abilities through any means.
Eyeball
Tiny Aberration
Hit Dice: 1d8–1 (3 hp)
Initiative: +3 (Dex)
Speed: 5 ft., fly 40 ft. (good)
AC: 18 (+3 Dex, +4 size, +1 natural)
Attacks: Eye ray +7 ranged touch, bite –3 melee
Damage: Bite 1d3–2
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Eye rays
Special Qualities: Immunities, all-around vision, flight
Saves: Fort –1, Ref +3, Will +2
Abilities: Str 6, Dex 16, Con 9, Int 2, Wis 10, Cha 10
Skills: Hide +15, Search +6, Spot +6
Climate/Terrain: Underground
Organization: Solitary (1), pod (2),
or pack (4)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral evil
Advancement: 2–3 HD (Tiny)
Eyeballs are 8-inch-wide relatives of the dreaded beholders. Normally
they live as wild animals, but they can also be adopted as
familiars by evil spellcasters.
Like their kin, the true beholders, eyeballs have a central eye and
smaller eyestalks atop their orb. Eyeballs have only four smaller
eyes, and their central eye is only used for vision. Even so, eyeballs
living in the wild are fierce underground predators, particularly in
the rare circumstances when enough of them come together to
hunt as a pack.
Eyeballs cannot be domesticated or trained in any fashion unless
they are taken on as familiars by evil spellcasters.
COMBAT
Hunting in the wild, eyeballs rely on their ray of frost. Wild eyeballs
tend not to pick fights with creatures that are much bigger than they
unless the eyeballs are operating in a pack, in which case some will
attempt to daze the target while others frost-burn it. Like normal
animals, wild eyeballs flee situations they feel they cannot win.
Eye Rays (Su): Unlike true beholders, which can use all their
eye ray attacks the same round, eyeballs can use only one of their
four rays at a time. In addition, an eyeball that fires a daze ray or a ray
of frost cannot fire another daze or ray of frost for 2 rounds.
Each eye’s effect resembles a spell cast by a sorcerer (levels vary
depending on the eye) but follows the rules for a ray (see Aiming a
Spell in Chapter 10 of in the Player’s Handbook).
Cause fear: As the spell, range 35 feet. The Will save DC is 10.
Daze: As the spell, range 35 feet. The Will save DC is 10.
Mage hand: As the spell cast by a 4th-level sorcerer, except that
the eyeball can use the ray without having to use a move-equivalent
action to move an unattended object weighing no more than 5
pounds up to 15 feet a round. The ray has a range of 35 feet.
Ray of frost: As the spell, range 35 feet.
Immunities (Ex): Eyeballs are immune to charm and command
effects.
All-Around Vision (Ex): Eyeballs are exceptionally alert.
Their many small eyes give them a +4 racial bonus on Spot
checks and a +8 racial bonus on Search checks. Opponents gain
no flanking bonuses when attacking an eyeball. Once an eyeball
has acted during an encounter, its all-around vision negates any
sneak attacks.
Flight (Ex): An eyeball’s body is naturally buoyant. This buoyancy
allows it to fly as the spell, as a free action, at a speed of 40 feet.
This buoyancy also grants it a permanent feather fall effect with personal
range.
These Prestige Classes are expanded versions of a couple 3.0 prestige classes that appeared in Dragon Magazine, I don't know who thought them up but whoever did only wrote them to Level 5. I decided to write them another 5 levels, so here you all go. I may upload pictures later.
Expanded Waker of the Beast
HD:d12
Requirements:
Race: Any humanoid or monstrous humanoid
Alignment: Any evil
Bab: +7
Feats: Power Attack, Tougness, Willing Deformity
Special: Must have been within 150 feet of the Tarrasque and survived.
Waker of the Beast
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Natural Armor +1, Locate the Sleeper
2nd|
+2|
+3|
+0|
+0|Strength of the Beast
3rd|
+3|
+3|
+1|
+1|Claws and bite, Natural Armor +2
4th|
+4|
+4|
+1|
+1|DR 5/-, Str +2, Int -1
5th|
+5|
+4|
+1|
+1|Tarrasque Apothesis 1, Natural Armor +3
6th|
+6|
+5|
+2|
+2|Regen 1, Str +2, Int -1
7th|
+7|
+5|
+2|
+2|DR 10/-, Natural Armor +4
8th|
+8|
+6|
+2|
+3|Regen 2, Str +2, Int -1
9th|
+9|
+6|
+3|
+3|Horns and Tail, Natural Armor +5
10th|
+10|
+7|
+3|
+3|Tarrasque Apotheosis 2, Regen 3, Str +2, Int -1[/table]
Skills: Climb, Perception, Knowledge(nature), Intimidate
Skill Points: 2 + Int
Natural Armor(Ex): At 1st level, a waker of the beast begins to grow a tough carapace that provides him with natural armor. This increases the waker's natural armor by +1 per every odd level of this class.
Locate the Sleeper(Su): A 1st level waker of the beast begins having vision about the tarrasque. These visions (or nightmares) take place only when the waker is asleep. Through these dreams, the waker learns the current location of the tarrasque. These visions also give the waker an understanding of how to awaken the slumbering tarrasque. Once a waker is within 1 mile of the tarrasque, he can begin chanting to call the tarrasque from its sleep. The waker can try to awaken it once per month, with a percent chance equal to his class level. Multiple wakers can attempt the chant together by joining hands, combining their class levels for the total percentage. Upon waking, the tarrasque begins its reign of terror on the landscape. The waker of the beast in no way controls the tarrasque.
Strength of the Beast(Su): Every even level in this prestige class increases strength by +2 and lowers intelligence by -1, minimum 3.
Claws and Bite(Ex): At 3rd level, the waker of the beast gains 2 claw attacks and a bite attack, if he did not already have them. Use the base values below or the waker's base claw and bite attacks, whichever are better. Bite 1d6, Claws 1d4.
Damage Reduction: At 4th level, the waker takes less damage as he grows closer in nature to his master.
Tarrasque Apotheosis 1(Su): At 5th level, the waker of the beast's type permantly changes to monstrous humanoid.
In addition, the waker of the beast grows larger by one size category. He also gains scent to a range of 20 feet.
Regeneration(Ex): The waker of the beast regenerates non-lethal damage dealt to him. All damage dealt to him is non-lethal. As a full round action he may re-attache severed limbs. At level 10 he gains the ability to function despite having his head cut off, he can survive for 1 minute per point of Constitution without his head.
Horns and Tail(Ex): At 9th level, the waker of the beast gains 2 horn attacks and a tail attack, if he did not already have them. Horns 1d6, Tail 1d6.
Tarrasque Apotheosis 2(Su): At 10th level, the waker's type changes again, this time to magical beast as he grows yet closer to his master. He also grows in size by another step, to a maximum size of Huge. From this point on Armor no longer fits the waker, nor provides any benefit. The waker loses the Armor body slot. He also gains an additional amount of natural armor equal to his Constitution modifier, as his skin hardens into tough plates.
And the Expanded Sphere Minion.
SPHERE MINION
Among some humanoids and monstrous humanoids, insane individuals worship the terrible gods of the beholders. To these people, beholders are perfect beings that have reached the pinnacle of evolution. They look at their own bodies, with only two feeble eyes and flawed, crude limbs and are filled with
disgust. By venerating the Great Mother of the beholders, they hope to receive her blessing.
The sphere minion is typically one of the many slaves that belong to a beholder community. Through constant brainwashing and exposure to beholders, they lose any sense of their former identity, making obedience to their masters the only goal worth pursuing. They are the masters and elite among the
slaves, preaching the message of the Great Mother and the superiority of beholderkind. Beholders treat sphere minions slightly better than the other slaves, but they still look at them with disgust and disdain. The other slaves view them with awe and envy, for the sphere minion has been touched and
changed by the Great Mother.
Variant: Another variation is to remove the alignment and patron requirement of these prestige classes in order to make them destroyers of the monsters they emulate. These crusaders give up a great deal of their being to become more like their enemy.
• A group of wizards capture beholders in order to harness their intrinsic powers, turning unwitting pawns into “sphere slayers.”
HD: d6
Requirements:
Race: Any humanoid or monstrous humanoid.
Alignment: Lawful evil.
Patron: The Great Mother.
Knowledge (Arcana): 5 ranks, Perception 1 rank.
Feats: Alertness, Weapon Focus(ray).
Special: You must recieve the blessing of a beholder before you may begin the transformation.
Sphere Minion
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Eye stalk 1 1/day, Bonus Feat
2nd|
+1|
+0|
+0|
+3|All-around vision, Natural Armor
3rd|
+2|
+1|
+1|
+3| Eye stalk 2 1/day, Eye stalk 1 2/day
4th|
+3|
+1|
+1|
+4|Levitate, Improved Eyestalk 1
5th|
+3|
+1|
+1|
+4|Beholder Apotheosis 1,eye stalk 3 1/day,2 2/day,1 3/day
6th|
+4|
+2|
+2|
+5| Eyeball Companion
7th|
+5|
+2|
+2|
+5|Eye-stalk 4 1/day, ect....
8th|
+5|
+3|
+3|
+6|Anti-magic cone 15' 2/day
9th|
+6|
+3|
+3|
+6|Eye-stalk 5 1/day, ect....
10th|
+7|
+3|
+3|
+7|Beholder Apotheosis 2, Anti-magic cone 15' at will[/table]
Skills: Craft, Knowledge(Arcana), Perception, Profession, Bluff, and Intimidate.
Skill Points: Int +2
Eye-stalks(Su): As the Sphere Minion levels up it grows eye-stalks from its head. You gain the base amount of uses per day plus a number of uses equal to your cha mod. Your caster level is equal to 5 + your class level.
Unlike a beholder, the sphere minion can aim his eye stalks in any direction without problems. Using an eye stalk is a standard action.
Each ray resembles a spell as though cast by a sorcerer of a level equal to 5 + the sphere minion’s class level but follows the rules for a ray. Each has a range of 50 feet and a saving throw DC of 10 + sphere minion class level + Charisma modifier.
Eye Stalk I (Su):
Charm Person: The target must succeed at a Will save or be affected as
though by the spell.
Inflict Light Wounds: This works just like the spell, causing 1d8+5 points of damage (Will half).
Sleep: This works like the spell, except that it affects one creature with a number of HD up to the character level of the sphere minion. The target must succeed at a Will save to resist.
Eye Stalk II (Su):
Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell.
Charm Monster: The target must succeed at a Will save or be affected
as though by the spell.
Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist.
Eye Stalk III (Su):
Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell.
Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 2d6+6 points of damage if his saving throw succeeds.
Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell.
Telekinesis: The sphere minion can move objects or creatures, as per the spell. Creatures can resist with a successful Will save.
Eye Stalk IV (Su):
Pick any spell, level 8 or lower.
Eye Stalk V (Su):
Pick any spell, level 9 or lower.
Improved Eyestalk: Choose one of the level 1 eye-stalks you have not yet chosen. You gain it as normal except you may use it at will, once every 1d4 rounds.
Natural Armor: As your skin hardens and your form shifts you gain natural armor and become unable to wear traditional armor ever again. You have Natural armor equal to your level in this class. At level 6 you may never wear traditional armor again(You also lose the armor body slot).
Levitate(Sp): At 4th level, you gain the ability to cast Levitate on yourself with a caster level equal to your class level. This is an at will ability.
Beholder Apotheosis 1(Ex): Your limbs shrink and become gangly and your skin changes to a leathery texture and becomes yellowish. Both of your eyes merge into one larger eye in the middle of your forehead. You gain a bite attack(1d4) as your teeth turn needle-like and abundant. Your type changes to monstrous humanoid.
Eyeball Companion: At 6th level, you aquire a familiar of sorts. A beholderkin Eyeball(Monsters of Faerun) comes to you in the dark of night and pledges itself to you. It will do anything you tell it to, within reason. As you level it recieves benefits as a familiar, if you have any levels which grant a familiar those levels stack for determining the Eyeball's bonuses. You gain a second eyeball companion at 10th level.
Anti-Magic Eye(Su): Can maintain for cha mod in rounds. Full round action to maintain. In the area covered by the cone, magical and supernatural effects are suppressed. After using this ability you must wait 1d20 rounds before you are able to use it again.
Beholder Apotheosis 2(Ex): From this point on it is impossible to lose any abilities granted by this class, and you are treated in all respects as a beholder. Your type changes to Aberration. Pick two of your eyestalks, you may use them at will, once every 1d4+1 rounds.
Ex-Sphere Minions: A sphere minion who ceases worshiping the Great
Mother or willingly opposes a beholder loses almost all the class features of this prestige class. Any eye stalks that the former sphere minion has cease working and then fall off. He also loses the ability to levitate. The only class feature that is not lost is the beholder apotheosis. The creature is permanently warped and twisted into a monstrous humanoid, retaining the single, merged eye as a sign of his former allegiance to the beholder goddess. Once you achieve level 10 in this class you can no longer lose your abilities through any means.
Eyeball
Tiny Aberration
Hit Dice: 1d8–1 (3 hp)
Initiative: +3 (Dex)
Speed: 5 ft., fly 40 ft. (good)
AC: 18 (+3 Dex, +4 size, +1 natural)
Attacks: Eye ray +7 ranged touch, bite –3 melee
Damage: Bite 1d3–2
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Eye rays
Special Qualities: Immunities, all-around vision, flight
Saves: Fort –1, Ref +3, Will +2
Abilities: Str 6, Dex 16, Con 9, Int 2, Wis 10, Cha 10
Skills: Hide +15, Search +6, Spot +6
Climate/Terrain: Underground
Organization: Solitary (1), pod (2),
or pack (4)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral evil
Advancement: 2–3 HD (Tiny)
Eyeballs are 8-inch-wide relatives of the dreaded beholders. Normally
they live as wild animals, but they can also be adopted as
familiars by evil spellcasters.
Like their kin, the true beholders, eyeballs have a central eye and
smaller eyestalks atop their orb. Eyeballs have only four smaller
eyes, and their central eye is only used for vision. Even so, eyeballs
living in the wild are fierce underground predators, particularly in
the rare circumstances when enough of them come together to
hunt as a pack.
Eyeballs cannot be domesticated or trained in any fashion unless
they are taken on as familiars by evil spellcasters.
COMBAT
Hunting in the wild, eyeballs rely on their ray of frost. Wild eyeballs
tend not to pick fights with creatures that are much bigger than they
unless the eyeballs are operating in a pack, in which case some will
attempt to daze the target while others frost-burn it. Like normal
animals, wild eyeballs flee situations they feel they cannot win.
Eye Rays (Su): Unlike true beholders, which can use all their
eye ray attacks the same round, eyeballs can use only one of their
four rays at a time. In addition, an eyeball that fires a daze ray or a ray
of frost cannot fire another daze or ray of frost for 2 rounds.
Each eye’s effect resembles a spell cast by a sorcerer (levels vary
depending on the eye) but follows the rules for a ray (see Aiming a
Spell in Chapter 10 of in the Player’s Handbook).
Cause fear: As the spell, range 35 feet. The Will save DC is 10.
Daze: As the spell, range 35 feet. The Will save DC is 10.
Mage hand: As the spell cast by a 4th-level sorcerer, except that
the eyeball can use the ray without having to use a move-equivalent
action to move an unattended object weighing no more than 5
pounds up to 15 feet a round. The ray has a range of 35 feet.
Ray of frost: As the spell, range 35 feet.
Immunities (Ex): Eyeballs are immune to charm and command
effects.
All-Around Vision (Ex): Eyeballs are exceptionally alert.
Their many small eyes give them a +4 racial bonus on Spot
checks and a +8 racial bonus on Search checks. Opponents gain
no flanking bonuses when attacking an eyeball. Once an eyeball
has acted during an encounter, its all-around vision negates any
sneak attacks.
Flight (Ex): An eyeball’s body is naturally buoyant. This buoyancy
allows it to fly as the spell, as a free action, at a speed of 40 feet.
This buoyancy also grants it a permanent feather fall effect with personal
range.