Pages

Thursday, November 29, 2012

Murderous Menagerie: Eyebats

Extremely ugly image courtesy of yours truly

Eyebat



 No. Enc.: 1
Alignment: Neutral
Movement: -
           Fly: 120' (40')
Armor Class: 6
Hit Dice: 1d4-1 (minimum 1)
Attacks: 1 (razor lashes)
Damage: 2d6 plus special (see below)
Save: As 0-level human
Morale: 9
Man, eye horror freaks me out
Hoard Class: None
XP: 15

  The eyebat is a particularly horrible experiment by Metroom, one of the greatest wizards of the final age before the Annihilation Event. These servitors still haunt the ruins of Krül, leading to rumors that the Sightless Sorcerer lives on.

Eyebats, when encountered, will seek out the nearest humanoid, flying fearlessly into the face of their victim. The eyebat will attach itself by small claws onto the cheek, bringing itself eye to eye with the person. Although disconcerting, the real danger lies in the bat's singular attack. From the mass of black muscle tissue on the back side of the eye emerges a number of razor-thin pseudopods (the "lashes") which easily slice through the eyelid of the victim and expertly sever the nervous tissue connecting the eye to the skull. Then, ever so gently, the pseudopods remove the eye, which merges with the bat. Now twice their previous size, the eyebat will then flutter off. Within 24 hours the larger eyebat will split into two creatures, each possessing the recognizable retina of their former owner.

Players must save vs. poison/death or lose their eye from this attack. Success indicates that the PC only takes 2d6 damage but manages to save themselves from the grisly procedure. Should a PC lose an eye, they will suffer a -1 to attack and AC from that point on.

While the process of losing an eye is a horrifying and disfiguring process, those that survive report strange and sometimes useful side effects. Once per week, the victim may save vs. spells. If successful, they may cast clairvoyance in any place where eyebats dwell, employing one of the nasty little critters as a spy. This effect lasts for 1d4 rounds.

Eyebats have a tendency to roam widely, and any encounter with one of their kind after an eye has been stolen from a PC has a 1 in 6 chance of being the missing "mate" to the cyclopean delver. However, if this roll is failed, there is a 2 in 6 chance that it is only similar to one's own eye.

A few foolhardy delvers will attempt to capture their loosened eye and force it back into their skull. Strangely, this procedure has some chance of success. If one manages to recapture their own eye (and not just a similar-looking specimen), rips off the wings and pops the organ into the blackened hole, save vs. death. If this is successful, the delver regains his vision and may cast clairvoyance once a week as above, but requires no save. However, if the save is failed (or if the delver has picked the wrong eye) the eye takes on a life of its own, darting wildly in the skull, under its own command. The PC cannot see through this "rogue eye" and many will find it extremely unnerving.

Imagine these lashes as razors and you've got the right eye-dea

Related Posts Plugin for WordPress, Blogger...