Wondrous Item, legendary (requires attunement by a Having a gazer companion and a Con score of 14 or higher)

A living prosthetic made with an aberration being incorporated into a humanoid. This prosthetic is made with a gazer and as such has eye stocks growing in a bundle around a larger eye. This Gazer is still alive and can be separated and reattached to this prosthetic as an action.

When the Gazer is attached the heath pool is connected to the attuned creature, when separated it has its own Health points and AC. The stat sheet is as follows.

 Traits:

Magical detection. The main eye of this gazer can see magic around it as if It cast detect magic. 

Actions:

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 3) piercing damage

Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:

  • 1: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 9 (3d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.

  • 2: Debilitating Ray. The target must succeed on a DC 14 Constitution saving throw or take 3 (1d6) thunder damage and become incapacitated until the end of its next turn.

  • 3: Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 7 (2d6) force damage and be pushed up to 60 feet away from the gazer.

  • 4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.

  • 5: Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 6: Death Ray. The target must make a DC 14 Dexterity saving throw, taking 9 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.

Bonus actions:

Aggressive. The gazer moves up to its speed toward a hostile creature that it can see.

When the gazer is within the prosthetic the attuned creature and the gazer share a turn in initiative and can act as one. The turn would start with rolling the eye rays to be used by the gazer then acted after. 

Notes: Having a gazer companion and a Con score of 14 or higher

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