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    DracoDei's Avatar

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    Default Rolling Eyeball

    xRolling
    Eyeball<

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    Wikipedia-like Cross-Indexing: A similar concept taken in a very different direction: I, ball.
    And from Pathfinder SRD page, here is a "Deluxe" version (although perhaps not with creation rules?) Istoq

    Three Quarters straight creature, and One Quarter Template, rolling eyeballs are the mindless scouts, spies, and watch-things of necromancers who take the time to do things right.

    Fine Undead [Organ Undead]
    HD 1/16d12 (1 hp)
    Speed 20 ft. (4 squares); Swim 15 ft
    Init: +5
    AC 23; touch 23; flat-footed 18
    (+8 size, +5 Dex)
    BAB +0; Grp -21
    Attack None
    Full-Attack None
    Space 1/2 ft.; Reach 0 ft
    Special Attacks Residual Gaze Attack(s)/Eye Ray(s)
    Special Qualities Evasion, Report Mode, Limited Undead Traits, Residual sensory qualities, One sense, Square-Cube Law, Hardy Turning
    Saves Fort +0 Ref +5 Will +4
    Abilities Str 1, Dex 20, Con -, Int -, Wis 10, Cha 1
    Skills Hide +31, Jump +9, Listen (Deaf), Move Silently +15, Spot +15, Swim +13
    Feats Dodge(B), Iron Will (B)
    Environment Any
    Organization Any, but usually solitary (otherwise however many the master thinks are necessary to make sure one escapes to report)
    Challenge Rating 1/5 + 1/5 CR of source creature if the source creature had a gaze attack or eye-rays (Development Note: this needs work, the gaze attack of a medusa should count more than that of a beholder since the beholder gets many more, but in either case the rolling eye only gets one)
    Treasure None
    Alignment Always Neutral Evil
    Advancement 1/8 to 1/2 HD Diminutive (Giant Squid, Central Beholder, and such Eyes only)

    Limited Undead Traits: Many Rolling Eyeballs lack the Darkvision of most undead, they only have this quality if the creature they came from had it, but they also retain low-light vision, "See in Darkness", and any permanent Divination spells from a racial or template source effecting vision that the creature had in effect on it such as Detect Magic, True Seeing, and Detect Evil. They are not proficient with any weapons, but are proficient with their eye-rays (if any). The traits that are not already contained in the statistic block above are as follows:
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    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    • Cannot heal damage on its own, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    • Uses its Charisma modifier for Concentration checks.
    • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
    • Proficient with its eye rays, if any.
    • Not proficient with armor or shields.
    • Undead do not breathe, eat, or sleep.


    Hardy Turning (Ex): For determining how many undead may be turned, rebuked, controlled(including control pools), or created count a rolling eyeball without any offensive effects (such as gaze attacks or the antimagic field of a beholder's central eye) as its actual HD (note that this includes for purposes of turning DAMAGE), HOWEVER, for determining if it is turned, rebuked, destroyed, commanded, or created in the first place (including the difference between rebuked and commanded, and the difference between turning and destroying) a rolling eyeball counts as either 1 HD or the same HD as the creature from which it was taken, whichever is greater. (See example below)

    Rolling eyeballs with attacks or effects count as 1/2 the caster level of their gaze attack of the creature they were taken from(minimum 1) for all purposes related to turning, rebuking, controlling (including control pools).

    Example: John, a 2nd level cleric who channels positive energy comes across 15 skeletons, each of 1 HD, and a 1/16 HD rolling eyeball that was taken from a 4 HD cow. He rolls his turning check and gets enough to affect undead of up to 3 HD. He effects some of the skeletons, but the rolling eyeball counts as having 4 HD for that purpose, and thus remains steadfastly observing the battle as it was commanded. He rolls a total of 10 for his turning damage and 10 of the skeletons flee before him. The next round he tries again, and rolls high enough on his turning damage that he effects 4 HD creatures. He rolls a total of 6 for the turning damage, and destroys the remaining 5 skeletons and turns the rolling eyeball. The rolling eyeball is not destroyed because it counts as having 4 HD for determining if it is turned vs destroyed.

    Evasion (Ex): A rolling eyeball can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the rolling eyeball is wearing light armor or no armor. A helpless rolling eyeball does not gain the benefit of evasion.

    Residual Gaze Attack(s)/Eye Ray(s) (Su): A rolling eyeball retains a weakened version of any gaze attack or eye-ray the creature it was taken from could use that eye to perform as a Supernatural ability unless that attack is SPECIFICALLY described as requiring more than one eye to perform. Reduce all save DCs and caster levels by 3. SPECIAL: The central anti-magic eye of a beholder still projects an anti-magic cone, but its range is reduced to a third. This cone can not be negated without destroying the eye. This means that it is not possible for it to produce the illusion that allows it to report although it can still technically be put in report mode.

    One Sense (Ex): Rolling Eyeballs are totally deaf and can't smell or taste. They can read one language their creator speaks, and can be telepathically commanded by whoever controls them at a range of 5' or less. Despite the name of this ability rolling eyeballs have a normal sense of touch, as well as balance and kinesthetic sense.

    Residual Sensory Qualities (Ex): Rolling Eyeballs retain, Darkvision, low-light vision, "See in Darkness", and any permanent Divination spells from a racial or template source effecting vision that the creature had in effect on it such as Detect Magic, True Seeing, and Detect Evil. Rolling Eyeballs never have All-Around Vision.

    Square-Cube Law (Ex): Rolling Eyeballs are immune to falling damage.

    Report Mode(Su): While in Report Mode, a Rolling eyeball is considered flat-footed with a a dexterity of 1 and loses all movement speeds and its Evasion special quality. It reports back via a 2-D dimensional Silent Image (DC 1) which looks the same no matter what angle it is viewed from projected above it. This image shows exactly what it saw since the last time it was in this mode. Note that when rolling along it has to see where it is going, so it can't point its pupil to the side. This means that a lot of the time the image will show the ground, the floor, or the ceiling rather than anything in front of the eyeball.
    The size of the image can be varied between as small as 1 inch across, to as large as 10 feet across, however it is always limited by the visual acuity of the eye. The brightness can be controlled (although it sheds no light on other objects), allowing, for instance, a human necromancer to gain the full benefits of an eye from a creature with low-light vision. Similarly, other types of visual cues are transcribed in a way that is visible to even a human (provided the veiwer makes any necessary spot checks). It can be ordered to jump forward or backward a stated amount of time, but can not otherwise vary the speed (No "pause" or "slo-mo" functions). Note that repeated viewings allow taking 10 (with a few run-thoroughs) and 20 (with the normal time multipliers) on spot checks by viewers. When the images reach the end, the image temporarily vanishes, but the mode is not exited, and the eye may be commanded to start again from the beginning. Once report mode is ended the information in obtained prior to that point can never be accessed via it in that way short of a Limited Wish, Bend Reality or greater magic/psionics.
    The controller may designate up to his caster level in individuals who can command a given rolling eyeball while it is in report mode. To add or remove an individual for a given rolling eyeball, all three of them (the eyeball the controller and the designated reviewer) must be within 5' of eachother.

    Skills: A rolling eyeball uses its Dexterity modifier in place of strength for Jump and Swim Checks. They also get +10 racial bonuses to Hide, Jump, and Move Silently, and a +15 racial bonus to Spot. A rolling eyeball has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Organ Undead: For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.
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    Fine Undead [Organ Undead]
    HD 1/16d12 (1 hp)
    Speed 20 ft. (4 squares); Swim 15 ft
    Init: +5
    AC 23; touch 23; flat-footed 18
    (+8 size, +5 Dex)
    BAB +0; CMB ??? CMD ??? ((Might need a special rule here to make them appropriately tricky to grab... ever try to catch a cockroach with your bare hands? Just dropping the Strength Modifier from the equation would probably do the trick.))
    Attack None
    Full-Attack None
    Space 1/2 ft.; Reach 0 ft
    Special Attacks Residual Gaze Attack(s)/Eye Ray(s)
    Special Qualities Evasion, Report Mode, Limited Undead Traits, Residual sensory qualities, One sense, Square-Cube Law, Hardy Turning
    Saves Fort +0 Ref +5 Will +4(but see Hardy Turning)
    Abilities Str 1, Dex 20, Con -, Int -, Wis 10, Cha 10
    Skills Hide +31, Athletics[Jump] ?+9?, Perception[Listen, Smell] (Autofail, although they might be able to feel vibrations in objects they are in contact with), Move Silently +15, Spot +15, Swim +13
    Feats Dodge(B), Iron Will (B)
    Environment Any
    Organization Any, but usually solitary (otherwise however many the master thinks are necessary to make sure one escapes to report)
    Challenge Rating 1/5 + 1/5 CR of source creature if the source creature had a gaze attack or eye-rays (Development Note: this needs work, the gaze attack of a medusa should count more than that of a beholder since the beholder gets many more, but in either case the rolling eye only gets one)
    Treasure None
    Alignment Always Neutral Evil
    Advancement 1/8 to 1/2 HD Diminutive (Giant Squid, Central Beholder, and such Eyes only)

    Limited Undead Traits: Many Rolling Eyeballs lack the Darkvision of most undead, they only have this quality if the creature they came from had it, but they also retain low-light vision, "See in Darkness", and any permanent Divination spells from a racial or template source effecting vision that the creature had in effect on it such as Detect Magic, True Seeing, and Detect Evil. They are not proficient with any weapons, but are proficient with their eye-rays (if any).

    Hardy Turning (Ex): A Rolling Eyeball without any gaze attacks or eye-rays* subjected to Channel Energy uses the HD of the creature it was taken from (but always at a Good saving throw progression) to calculate its will saving throw. It suffers no hitpoint damage or automatic destruction on a successful save.

    *Do not count any such attacks from additional templates it might have apart from those on the creature it was taken from.

    Rolling eyeballs with such attacks or effects count as 1/2 the caster level of their gaze attack of the creature they were taken from(minimum 1) for all purposes related to turning, rebuking, controlling (including control pools).

    Evasion (Ex): A rolling eyeball can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the rolling eyeball is wearing light armor or no armor. A helpless rolling eyeball does not gain the benefit of evasion.

    Residual Gaze Attack(s)/Eye Ray(s) (Su): A rolling eyeball retains a weakened version of any gaze attack or eye-ray the creature it was taken from could use that eye to perform as a Supernatural ability unless that attack is SPECIFICALLY described as requiring more than one eye to perform. Reduce all save DCs and caster levels by 3. SPECIAL: The central anti-magic eye of a beholder still projects an anti-magic cone, but its range is reduced to a third. This cone can not be negated without destroying the eye. This means that it is not possible for it to produce the illusion that allows it to report although it can still technically be put in report mode.

    One Sense (Ex): Rolling Eyeballs are totally deaf and can't smell or taste. They can read one language their creator speaks, and can be telepathically commanded by whoever controls them at a range of 5' or less. Despite the name of this ability rolling eyeballs have a normal sense of touch, as well as balance and kinesthetic sense.

    Residual Sensory Qualities (Ex): Rolling Eyeballs retain, Darkvision, low-light vision, "See in Darkness", and any permanent Divination spells from a racial or template source effecting vision that the creature had in effect on it such as Detect Magic, True Seeing, and Detect Evil. Rolling Eyeballs never have All-Around Vision.

    Square-Cube Law (Ex): Rolling Eyeballs are immune to falling damage.

    Report Mode(Su): While in Report Mode, a Rolling eyeball is considered flat-footed with a a dexterity of 1 and loses all movement speeds and its Evasion special quality. It reports back via a 2-D dimensional Silent Image (DC 1) which looks the same no matter what angle it is viewed from projected above it. This image shows exactly what it saw since the last time it was in this mode. Note that when rolling along it has to see where it is going, so it can't point its pupil to the side. This means that a lot of the time the image will show the ground, the floor, or the ceiling rather than anything in front of the eyeball.
    The size of the image can be varied between as small as 1 inch across, to as large as 10 feet across, however it is always limited by the visual acuity of the eye. The brightness can be controlled (although it sheds no light on other objects), allowing, for instance, a human necromancer to gain the full benefits of an eye from a creature with low-light vision. Similarly, other types of visual cues are transcribed in a way that is visible to even a human (provided the veiwer makes any necessary spot checks). It can be ordered to jump forward or backward a stated amount of time, but can not otherwise vary the speed (No "pause" or "slo-mo" functions). Note that repeated viewings allow taking 10 (with a few run-thoroughs) and 20 (with the normal time multipliers) on spot checks by viewers. When the images reach the end, the image temporarily vanishes, but the mode is not exited, and the eye may be commanded to start again from the beginning. Once report mode is ended the information in obtained prior to that point can never be accessed via it in that way short of a Limited Wish, Bend Reality or greater magic/psionics.
    The controller may designate up to his caster level in individuals who can command a given rolling eyeball while it is in report mode. To add or remove an individual for a given rolling eyeball, all three of them (the eyeball the controller and the designated reviewer) must be within 5' of eachother.

    Skills: A rolling eyeball uses its Dexterity modifier in place of strength for Athletics[Jump] and Swim Checks. They also get +10 racial bonuses to Hide, Jump, and Move Silently, and a +15 racial bonus to Spot. A rolling eyeball has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Organ Undead: For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.


    Creating a Rolling Eyeball
    First the eyes of one or more creatures must be harvested, each requiring a Heal check with a DC of 18. The eyes must be reasonably undecayed and mostly whole and the creature must (obviously) had spherical (rather than compound eyes or simply photo-sensitive skin-patches). Then Silent Image (or a more powerful spell that can duplicate the effects of that spell) must be cast once over each eye. Finally, either Animate Dead or Create Undead, Lesser must be cast. The material components for the spell must be ground to a powder and sprinkled over the eyes. Each such casting (regardless of which spell is used) may create up to 2 HD worth of rolling eyeballs per caster level (The desecrate spell doubles this limit).
    The remaining corpse is still suitable for animation into most types of undead. Especially note that with the right skill checks, spells, etc it is possible in most cases to generate a Dark Heart, an Empty Skin, a contribution towards a Fat Glob, a pair of Floating Lungs (which is a single creature), a Gut Snake, one or more Hopping Stomachs, Muscle Mass, two Rolling Eyeballs, a Sinister Spinal Cord, a Slithering Liver, two Spinning-Horizon Inner Ears, and a Zooming Brain from a single corpse.

    Spellcasting:
    Add the following types of Rolling Eyeballs to the list of things summonable with the Summon Undead line of spells.
    Lvl Rolling Eyeball Type
    I
    1st level Human (2 rounds/CL*)
    II
    1st level Elf OR Orc**(2 rounds/CL*)
    III
    Mouse(2 rounds/CL*)
    IV
    Fiendish/Celestial Mouse(2 rounds/CL*)
    V
    Beholder Eyestalk Eye**(+)
    VI***
    --
    VII***
    --
    VIII***
    --
    IX***
    Beholder Central Anti-Magic Eye
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *Note that this stacks with the extend spell metamagic feat to produce 4 rounds per caster level, not 3.
    **Pick one at time of casting, may not be mixed within a single summoning.
    ***This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be limited to Organ Undead unless other people jump on the homebrewing bandwagon.

    + ((I should perhaps differentiate these based on the actual spell-level/utility))

    Archived older format of the above table.
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    Spellcasting:
    Add a human Rolling Eyeball to the Summon Undead I list, however the base duration of the spell is 2 rounds per caster level* if only standard rolling eyeballs are summoned with a given casting, (and multiple rolling eyeballs for later levels, including duration increase).
    Add a elf and orc (pick one at time of casting, may not be mixed) Rolling Eyeball to the Summon Undead II list, however the base duration of the spell is 2 rounds per caster level* if only standard rolling eyeballs are summoned with a given casting (and multiple rolling eyeballs for later levels, including duration increase).
    Add a mouse Rolling Eyeball to the Summon Undead III list, however the base duration of the spell is 2 rounds per caster level* if only standard rolling eyeballs are summoned with a given casting (and multiple rolling eyeballs for later levels, including duration increase).
    Add a Beholder Eyestalk Rolling Eyeball to the Summon Undead V list (and multiple for later levels).
    Add a Beholder Central Eye Rolling Eyeball to the Summon Undead IX** list (and multiple for later levels if you have such a thing in your game).
    *Note that an Extended Summon Monster <Whatever> lasts 4 rounds per caster level, not 3.
    **This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be all organ undead unless other people pitch in with good choices for zombies and skeletons.

    Last edited by DracoDei; 2020-04-28 at 10:46 AM. Reason: Adding spellcasting section.