| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 6 | −2 | −2 |
| CHA | 10 | +0 | +0 |
Charger. if this creature expends more than half of it's total movement in one turn before attacking an opponent, it has an advantage on damage rolls.
Decide Role. When entering the field, the Wandering Eye can decide to either use a glass cannon or tank mode.
Tank Mode. Gives access to Stem Cell Regeneration, increases armor class to 14, changes stats to be more robust, grants a +12 health point modifier, but locks flight speed to 30 ft.
Glass Cannon mode. Gives access to Tooth Launch, gives Quick Bash an additional target, but decreases armor class to 8 and nullifies the health point modifier alongside removing damage resistances.
Quick Bash. Melee Weapon Attack: +5 to hit, reach 10 ft. 1 target. Hit: 13 (2d8 + 4) Bludgeoning damage.
Stem Cell Regeneration. (Tank Mode only). By sacrificing half of it's total movement and it's bonus action, a Wandering Eye can gain 4d4+4 health points only once.
Tooth Launch. (Glass Cannon mode only). Ranged Weapon Attack: +5 to hit, reach 15-45 ft. 1 target. Hit: 20 (4d6+6)
Regroup. if being commanded by a stronger or more intelligent creature, this creature can return to it's commander instantly via this bonus action.
Rebound. (Tank Mode) Physical attacks against this creature that fail are rolled again and reflected back to the attacker.
Description
A Wandering Eye is a fully grown Demon Eye, now far larger with a size close to that of a bear. Wandering eyes are significant threats due to their variety of forms and enhanced abilities, as some Wandering Eyes are slow but have enhanced armor, while others shed their iris and pupil, trading durability for razor sharp teeth that they can launch at foes.
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