Wandering Eye

construct · CR 4 · from Book of Beasts III · by Robert J. Hall
Wandering Eye
StatisticValue
Size/TypeFine Construct
Hit Dice6d10 (33 hp)
Initiative+11
Speed5 ft. (1 square), fly 60 ft. (good)
Armor Class27 (size +8, Dex +7, natural +2), touch 25, flat-footed 20
Base Attack/Grapple+4/-17
Attack―
Full Attack―
Space/Reach½ ft./0 ft.
Special AttacksCone of cold
Special QualitiesDarkvision 120 ft., low-light vision, spell-like abilities, focused, immunity to cold, construct traits
SavesFort +2, Ref +9, Will +3
AbilitiesStr 1, Dex 25, Con ―, Int 3, Wis 13, Cha 10
SkillsHide +26, Move Silently +14, Spot +8
FeatsDodge, Improved Initiative, Mobility
EnvironmentAny
OrganizationSolitary
Challenge Rating4
TreasureNone
AlignmentAlways neutral
Advancement7–12 HD (Fine)
Level Adjustment―

Description

Hovering in mid-air is what appears to be a fist-sized eyeball with a tail of dark, lumpy flesh trailing behind. It wriggles its way through the air like a fish, appearing very nimble and quick in its movements.

The wandering eye is a magical homunculus that is sometimes created to serve as a spy and observer for a powerful wizard of Gael. These bizarre creatures consist of little more than a fist-sized, pale-blue eyeball, trailing behind an irregular tail of dark flesh that wriggles through the air as it moves about. It is continuously levitated by magical means, allowing it to silently glide into various nooks and crannies as it seeks its prey.

These creatures are barely more intelligent than an animal, and lack the means to speak or hear. But they are potent observers with a keen sense of vision. Each wandering eye is specially attuned to allow remote scrying by their creator, and it can permit a wizard to scry directly through their sight as they travel. It can serve its master in the same manner as a prying eye spell, communicating all it has witnessed through direct physical contact. A wandering eye will never resist a divination spell cast by its creator.

Combat

The wandering eye can project a cone-shaped beam of intense cold. Its primary defense lies in its miniscule size and its ability to fly out of reach of an enemy. It prefers to avoid combat, and will only engage when attacked or to defend its master.

Cone of Frost (Su): Once every 1d3 rounds a wandering eye can emit a 20 ft. cone that inflicts 5d6 points of cold damage (Reflex half).

Immunity to Cold (Ex): A magical attack that deals cold damage instead heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the wandering eye to exceed its full normal hit points, it gains any excess as temporary hit points. A wandering eye gets no saving throw against cold effects.

Focused (Ex): A wandering eye is unable to smell, or taste, and is completely mute. But it can communicate all that it has witnessed during the past day through direct physical contact in much the same manner as a prying eyes spell. It can not grab an opponent as part of a grapple check.

Spell-Like Abilities: At will―see invisibility. 3/day―invisibility. Caster level 6th.

Flight (Ex): A wandering eye's body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Skills: A wandering eye has a +4 racial bonus on Move Silently and Spot checks.

Construction

A wandering eye is formed from the still-living eye socket of a dire creature or a giant eagle or squid. This tissue is combined with a mixture of winter's frost, the warm blood of a yeti, the fresh entrails of a flightless bird, mud captured while suspended in a flowing river water, certain rare alchemical substances worth 500 gp, and a handful of powdered diamond worth at least 1,000 gp.

The creature's master can assemble the body or hire somebody else to do the task. Creating the body requires a DC 15 Craft (alchemy) check or a DC 18 Heal check. After the body is assembled, it is animated by means of a lengthy magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ritual can be performed together.

CL 9th; Craft Construct, animate dead, ice storm, feather fall, fly, invisibility, prying eyes, see invisibility, caster must be at least 10th level; Price ― (never sold); Cost 12,500 gp + 480 XP. The cost increases by +2,000 gp per additional HD.

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