A strange eye with a pupil shape akin to some marine creatures and tendrils of nerves and biological wiring dangling loosely out the back. If brought within 1 inch of the eye of a creature capable of attunement, it will lash out with its tendrils and attempt to hook itself into the creature's eye socket. The creature may allow it, or may make a DC 13 Dexterity saving throw. On a failure, the eye's tendrils reach behind the creature's eye, attach to the nerves and neural wiring, and the eye pulls into the socket; if an eye occupied the socket when this occurs, it is destroyed and the creature takes 1d4 necrotic damage. When the eye successfully attaches, a creature automatically attunes to it.
The eye is a sentient entity and can speak telepathically with any creatures attuned to it. It has an alignment of chaotic evil, 18 Intelligence score, 20 Wisdom score, and 16 Charisma score.
Attuned creatures have truesight out to 30 feet and resistance to psychic damage. Additionally, as an action, the attuned may target a creature it can see within 60 feet who must succeed on an Intelligence saving throw against the eye's Corruption DC (15 + total Corruption Points) or take (1d6 + Corruption Points) psychic damage, or half that on a success.
When first attuning to the eye, the attuned gains 1 Corruption Point, which effects certain abilities and traits. The attuned gains another Corruption Point every day of being attuned to eye, and every time the attuned kills a creature that is not evil-aligned, to a maximum of 5 Corruption Points. All Corruption Points disappear if attunement is broken.
Once attuned, the attunement cannot be broken by anything except the full and firm force of will of the attuned, who must succeed on a Wisdom save against the eye's Corruption DC to do so. The attuned can only attempt to break free of Corruption once per long rest. If the break is successful, the eye is pulled out and the previously attuned takes 4d4 psychic damage.
The attuned gains the following traits and effects in relation to the amount of Corruption Points they possess, which disappear if attunement is broken.
Corruption Points |
Effects |
|
1 |
--- |
|
2 |
Gain Flaw: “I get irritated easily and may fly into a rage in stressful or annoying circumstances.” |
|
3 |
Gain Flaw: “I am prone to believing and generating wild conspiracies and am distrustful of others in general.” |
|
4 |
Gain Flaw: “I find suffering fascinating and take sadistic joy in others' pain and anguish.” |
|
5 |
Gain Flaw: “I believe everyone around me is out to get me and the only one I can trust is the Eye.” |
Notes: by a creature with an Intelligence of at least 13
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