Size:
Type:
± Aberration
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
Climb/Arboreal:
Flight:
± 30'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite or 1 weapon
Circumstance: Combat
1 bite or 1 weapon
Special
All-Around Vision
Only surprised at the GM's discretion.
Special
Detect Magic and Invisibility
Can concentrate its gaze to detect magical auras and discern the presence of invisible beings.
Special
Darkvision
120 feet.
Special
Telepathy
Can communicate to any creature within 120 feet.
Special
Eye Rays
Fires 1d4 rays each round, each targeting a different adversary. Roll 1d10 for each ray:
1. **Death:** target must save vs. Death Ray or die.
2. **Draining:** target takes 3d6 points of damage. They may save vs. Spells for half damage. The great orb of eyes heals half that many hit points.
3. **Fear:** target is affected by **cause fear** (reversed remove fear) spell, as cast by a 12th-level Cleric.
4. **Charm:** target is affected by **charm monster** spell, as cast by a 12th-level Magic-user.
5. **Hold:** target is affected by **hold monster** spell, as cast by a 12th-level Magic-user.
6. **Blinding:** target is affected by **cause blindness** (reversed remove blindness) spell, as cast by a 12th-level Cleric.
7. **Petrification:** target is affected by **flesh to stone** spell, as cast by a 12th-level Magic-user.
8. **Disintegration:** target is affected by **disintegration** spell, as cast by a 12th-level Magic-user.
9. **Sleep:** target is affected by **sleep** spell, as cast by a 12th-level Magic-user.
10. **Anti-Magic:** target is affected by **anti-magic shell** spell, the area of effect based around the target, as cast by a 12th-level Magic-user.
Environments
any
Terrifying spherical fleshy mass covered with countless pulsating and ever-shifting eyes
Great orbs of eyes, sometimes known as gaze tyrants for their habit of enslaving creatures with their eye rays, are terrifying entities composed of a roughly spherical fleshy mass covered with countless pulsating and ever-shifing eyes. They possesses remarkable intelligence but are unable to communicate verbally due to their lack a mouth.
However, their extraordinary visual prowess allows it to perceive its surroundings from all angles, leaving little room for surprise (it is only surprised at the GM's discretion). A great orb of eyes can concentrate its gaze to detect magical auras and discern the presence of invisible beings, and has Darkvision out to a range of 120 feet, it also possesses telepathic abilities allowing it to communicate to any creature within 120 feet.
When engaging in combat, the great orb of eyes prefers to hover high above the ground, evading direct melee attacks. Then from some of its many eyes, it unleashes a formidable barrage of eye rays upon its foes. Each round, it fires 1d4 rays, each targeting a different adversary. If the roll exceeds the number of available targets, any additional rays are lost. The GM has the option to randomly determine the rays
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Terrifying spherical fleshy mass covered with countless pulsating and ever-shifting eyes
Great orbs of eyes, sometimes known as gaze tyrants for their habit of enslaving creatures with their eye rays, are terrifying entities composed of a roughly spherical fleshy mass covered with countless pulsating and ever-shifing eyes. They possesses remarkable intelligence but are unable to communicate verbally due to their lack a mouth.
However, their extraordinary visual prowess allows it to perceive its surroundings from all angles, leaving little room for surprise (it is only surprised at the GM's discretion). A great orb of eyes can concentrate its gaze to detect magical auras and discern the presence of invisible beings, and has Darkvision out to a range of 120 feet, it also possesses telepathic abilities allowing it to communicate to any creature within 120 feet.
When engaging in combat, the great orb of eyes prefers to hover high above the ground, evading direct melee attacks. Then from some of its many eyes, it unleashes a formidable barrage of eye rays upon its foes. Each round, it fires 1d4 rays, each targeting a different adversary. If the roll exceeds the number of available targets, any additional rays are lost. The GM has the option to randomly determine the rays
Basic Fantasy Field Guide Omnibus