The Eye


Medium Monstrous Humanoid

Hit Dice: 12d8+36 (90 hp)
Initiative: +14
Speed: 30 ft (6 squares)
Armor Class: 24 (+4 Dex, +4 natural, +6 insight), touch 20, flat-footed 20
Base Attack/Grapple: +12/+14
Attack: Greatsword +20 melee (2d6+3/19-20) or dagger +20 melee (1d4+2/19-20)
Full Attack: Greatsword +20 melee (2d6+3/19-20) or 2 daggers +18 melee (1d4+2/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Death gaze
Special Qualities: Blindsight 60 ft, darkvision 60 ft, future insight, low-light vision, psychic tracker, spell-like abilities, telepathy 100 ft
Saves: Fort +7, Ref +12, Will +14
Abilities: Str 14, Dex 19, Con 17, Int 15, Wis 22, Cha 18
Skills: Bluff +9, Diplomacy +8, Disguise +14 (+16 acting), Gather Information +16, Intimidate +11, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (religion) +12, Search +11, Sense Motive +11, Spot +10, Survival +6 (+8 following tracks)
Feats: Investigator, Persuasive, Quick Draw, Track, Two-Weapon Fighting

Environment: Any land and underground
Organization: Solitary or cult (The Eye and The Hand, plus 1-3 clerics of 8th-12th level, plus 5-10 fighters of 2nd-6th level, plus 2-7 rogues of 3rd-6th level)
Challenge Rating: 13
Treasure: 10% coins; standard goods; standard items
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---
 
This tall, slender humanoid has a gigantic eyeball in the place of a humanoid head, which glares menacingly. It carries a greatsword and wears long green robes, trimmed with red, and golden eyes embroidered along the hems.

The Eye, or Eye Servitor as it is sometimes known, is the first lieutenant in the cult of Vecna, answering only to the leader of the cult. This cult created this being by modifying a human, using powerful spells to bring about the transformation. It is unknown if there are more than one of these creatures, but none have ever been seen.

The Eye, as with its "brother" the Hand, was created by wizard-priest servants of Vecna, in a time when the mighty arch-lich was only a demigod striving for greater deific status. The process used to create the Eye was incredibly complex, and torturously painful for the subject. The agony of this procedure was so intense that it peeled away its essence of humanity, leaving a cold, emotionless monster. It displays several unusual behaviors as a result of its transformation. It finishes other beings' sentences, knowing what they are going to say already. It surrounds itself with mirrors, and is fascinated by reflected images. The Eye is sadistic and cruel, and relieves its own pain and frustrations by visiting them upon others.

According to the cult priests, the Eye serves as Vecna's senses on the Material plane. It serves the Cult's leader loyally, and is feared by the lesser members of the Cult of Vecna.

When appearing in public, the Eye wears a gray cloak with a deep hood over its robes, to conceal its head.

The Eye is stands 7 feet tall, and weighs 150 pounds.

The Eye has no mouth and so cannot speak, but can communicate telepathically with whomever it wishes.

COMBAT
The Eye was created to gain information, not to fight, but it is not without combat ability. It normally fights with a greatsword. It keeps two daggers hidden, strapped hilt down to each arm; when it cannot use its sword, it crosses its arms and whips out these daggers to fight with one in each hand.

This odd creature cannot be surprised and is superhumanly alert, with a limited precognitive sense. The Eye is lightning quick and astoundingly graceful. Its most fearsome attack is its death gaze, from which it draws sustenance. The Eye's primary purpose is to serve as a psychic tracker for the priests of Vecna.

Death Gaze (Su): The Eye can feed on the souls of living beings by drawing them in with its gaze. This attack can be used as a free action, once per round, against a single target within 60 feet that can see the Eye. The victim must succeed on a DC 20 Will save or have its life force held in a manner similar to trap the soul. Instead of the victim's body disappearing, it falls inert. The victim's life force is drawn out of the body, seen by others as a ghostly version of the victim, which is then sucked into the Eye's body and held there. The save DC is Charisma-based.

The Eye has access to all of the memories of any trapped victims. The Eye is also free to draw on all the Knowledge skills of each soul it currently stores, using the base ranks in a skill possessed by each soul, and adjusted by the Eye's own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in).

If the Eye is slain, any life forces trapped within it instantly return to their proper bodies. The Eye can voluntarily release any life force it has not yet devoured as a free action. A life force otherwise remains trapped within the Eye until its true body is destroyed, at which point the life force will be devoured by the Eye and permanently lost to any means short of divine intervention.

Future Insight (Su): The Eye has a precognitive insight that grants it a +6 insight bonus to AC and all its attacks. The Eye retains its Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. Additionally, the Eye has a +6 insight bonus to initiative and always acts in a surprise round. These adjustments are already included in the stat block above.

Psychic Tracker (Su): The eye has the ability to sense an intelligent creature's aura over long distances, if it has seen the creature directly or through scrying. The Eye can detect most creatures up to 1 mile away. Creatures with spellcasting abilities are detectable at a range in miles equal to their total caster levels.

To track a creature's aura, the Eye must succeed on a DC 15 Search check. If it fails the check, the Eye can retry after 1 hour of meditation. If successful, the Eye can sense the creature as if by the locate creature spell.

This tracking ability can be blocked if the creature is within 30 feet of a large concentration of magical energy. If the total caster levels of spellcasters, creatures with spell-like abilities, magic items, and active spells in the area is at least 50 levels, the Eye must succeed on a DC 15 Wisdom check or lose the ability to track the creature's aura until the creature leaves the source of magical energy. Running water does not block this ability.

Spell-Like Abilities: The following abilities are always active on the Eye's person, as the spells (caster level 12th); clairaudience/clairvoyance, detect magic, find traps, and true seeing. They can be dispelled, but the Eye can reactivate them as a free action.

Skills: The Eye has a +4 racial bonus on Search and Spot checks.
 
1990 Wizards of the Coast, Inc.
Originally found in module WGA4 - Vecna Lives! (1990, David "Zeb" Cook) and the module Die Vecna Die! (2000).