Eye Holder

by CanceRevolution

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Eye Holders

Shrouded in the enigmatic lore of the multiverse, Eye Holders are beings of incomprehensible origin and power. Emerging seemingly from the void, they have been glimpsed across dimensions, epochs, and realities. Scholars and mystics debate their nature, with some arguing that Eye Holders are fundamental constants, woven into the very fabric of existence. With their singular, massive central eye, and myriad snail-like eyes sprouting unpredictably from their form, they are an embodiment of chaos and unpredictability, defying any singular categorization or understanding.

Each eye of a Eye Holder is able to shoot a laser with an unique capability. These lasers can inflict a plethora of effects, from incineration to poisoning and more. As one gazes into these eyes, it's said they are peering into countless realms and possibilities. No two encounters with a Eye Holder are the same, as their array of optical assaults is as varied as the theories about their origins.

But perhaps the most terrifying aspect of the Eye Holder is its ability to render its dreams into tangible reality. In the midst of conflict, it can spontaneously birth creatures directly from its unconscious mind. Warriors have recounted battles where, suddenly, a mythical beast would manifest, shifting the tide of battle instantaneously. These dream manifestations make every confrontation with a Eye Holder not just a battle against the creature, but a war against the very essence of unpredictability and the uncharted realms of its imagination.

Tier 4



Eye Holder

Large, Aberration

Tier 4, Challenge Point 50, XP: 200

Attributes

  • AC 8                               AP 4
  • HP 307                          Posture 160
  • Passive Insight/ Perception 20
  • Language Far Speech

Movement

Base/ Fly (Hover) 20 Climb/ Swim 20 Dash 40

Stats + Skills

STR +7 DEX -2 INT +10 WIS +10 CHA -3
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Actions

  • Call When you roll for Initiative, you can call 1d4 Eye Minion to aid you in battle.

  • Frenetic Rage On the end of each creature turn, you can make 1 Laser Beam Attack against that creature.

  • Actualize Dreams When your Posture is broken, you can make 1 random creature from your dreams become reality. That creature then appears in the nearest unoccupied space within 60 feet of you.

  • Roll 1d4 to determine that creature's maximum Tier, then roll 5d10 to determine the maximum amount of Challenge Points possible for that creature (The GM can a lower Tier or use less Challenge Points if they want.)

  • The GM then chooses any creature to spawn based on these rolls, which takes its turn immediately after the Eye Holder. This creature can be hostile, neutral or even friendly to the Eye Holder (GM's choice).

Abilities

  • Eye Weakness If a creature scores a Critical Hit against you, it hits your eyes making you become completely Blinded for 1 turn.
  • Multiple Eyes You gain advantage on all your Perception Checks, and you have 3 Reactions.

Actions (1)

  • Laser Beam: Hit +10, Dmg 2d12 force
  • Ranged Weapon (120/300)
  • Chaotic Effect: On a hit, you roll on the table below:
d10 Effect
1 Nothing Happens
2 The target must succeed on an Endurance Save (DC 18), or become Poisoned (1d8, 1 turn)
3 If you deal damage to the HP of a creature, it starts Bleeding (1d8).
4 On a hit, the target becomes Ignited (1d8)
5 The target must succeed on a Reflex Save (DC 18), or become completely Blinded for 1 turn
6 On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
7 The target must succeed on a Concentration Save (DC 18), or become Stunned
8 The target must succeed on a Memory Save (DC 18), or become Confused
9 The target must succeed on an Insight Save (DC 18), or become Scared of you for 2 turns
10 That Attack is considered a Critical Hit

Reactions (3)

  • Territorial If a creature within 120 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.


Eye Minion

Small, Aberration

Tier 4, Challenge Point 3, XP: 12

Attributes

  • AC 10                            AP 0
  • HP 8                              Posture 14
  • Passive Insight/ Perception 18
  • Language Far Speech

Movement

Base/ Fly (Hover) 30 Climb/ Swim 0 Dash 0

Stats + Skills

STR -4 DEX +2 INT -2 WIS +8 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Eye Weakness If a creature scores a Critical Hit against you, it hits your eyes making you become completely Blinded for 1 turn.

Actions (2)

  • Laser Beam: Hit +8, Dmg 1d8 force
  • Ranged Weapon (120/300)
  • Chaotic Effect: On a hit, you roll on the table below:
d10 Effect
1 Nothing Happens
2 The target must succeed on an Endurance Save (DC 16), or become Poisoned (1d8, 1 turn)
3 If you deal damage to the HP of a creature, it starts Bleeding (1d8).
4 On a hit, the target becomes Ignited (1d8)
5 The target must succeed on a Reflex Save (DC 16), or become completely Blinded for 1 turn
6 On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
7 The target must succeed on a Concentration Save (DC 16), or become Stunned
8 The target must succeed on a Memory Save (DC 16), or become Confused
9 The target must succeed on an Insight Save (DC 16), or become Scared of you for 2 turns
10 That Attack is considered a Critical Hit

Tier 5



King of Eyes

Large, Aberration

Tier 5, Challenge Point 60, XP: 300

Attributes

  • AC 16                             AP 4
  • HP 368                          Posture 198
  • Passive Insight/ Perception 28
  • Language Far Speech

Movement

Base/ Fly (Hover) 20 Climb/ Swim 25 Dash 50

Stats + Skills

STR +8 DEX -2 INT +12 WIS +18 CHA -3
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Actions

  • Call When you roll for Initiative, you can call 3d4 Eye Minion to aid you in battle.

  • Fallen Grace If you have 60 or less HP, all Eye Minions within 60 feet take 1 Action at the start of your turn.

  • Frenetic Rage On the end of each creature turn, you can make 1 Laser Beam Attack against that creature.

  • King of Dreams When your Posture is broken, you can make 1 random creature from your dreams become reality. That creature then appears in the nearest unoccupied space within 60 feet of you.

  • Roll 1d4 to determine that creature's maximum Tier, then roll 5d10 to determine the maximum amount of Challenge Points possible for that creature (The GM can a lower Tier or use less Challenge Points if they want.)

  • The GM then chooses any creature to spawn based on these rolls, which takes its turn immediately after the King of Eyes. This creature is always friendly to the King of Eyes, and obeys all its commands.

  • Villain Save: When you fail on a Save, you use your King of Dreams ability to succeed on that Save instead.

  • However, the creature you spawn this way is not friendly to you and might Attack you (GM's choice).

Abilities

  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
  • Eye Weakness If a creature scores a Critical Hit against you, it hits your eyes making you become completely Blinded for 1 turn.
  • Guardian You ignore Disengage when making any Attacks of Opportunities.
  • Multiple Eyes You gain advantage on all your Perception Checks, and you have 3 Reactions.

Actions (1)

  • Laser Beam: Hit +18, Dmg 3d12 force
  • Ranged Weapon (120/300)
  • Chaotic Effect: On a hit, you roll on the table below:
d10 Effect
1 Nothing Happens
2 The target must succeed on an Endurance Save (DC 26), or become Poisoned (1d8, 1 turn)
3 If you deal damage to the HP of a creature, it starts Bleeding (1d8).
4 On a hit, the target becomes Ignited (1d8)
5 The target must succeed on a Reflex Save (DC 26), or become completely Blinded for 1 turn
6 On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
7 The target must succeed on a Concentration Save (DC 26), or become Stunned
8 The target must succeed on a Memory Save (DC 26), or become Confused
9 The target must succeed on an Insight Save (DC 26), or become Scared of you for 2 turns
10 That Attack is considered a Critical Hit

Reactions (3)

  • Territorial If a creature within 120 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.