Great Orb of Eyes
- Armor Class
- 1 [18]
- Hit Dice
- 12
- Attacks
- Eye ray (varies)
- Special
- eye rays, hold ray, gaze effects; see description
- Move
- Fly 9
- HDE/XP
- 13/2,300
Description
Great orbs of eyes, sometimes known as gaze tyrants for their habit of enslaving creatures with their eye rays, are terrifying entities composed of a roughly spherical fleshy mass covered with countless pulsating and ever- shifing eyes. They possesses remarkable intelligence but are unable to communicate verbally due to their lack a mouth.
However, their extraordinary visual prowess allows it to perceive its surroundings from all angles, leaving little room for surprise (it is only surprised at the GM's discretion). A great orb of eyes can concentrate its gaze to detect magical auras and discern the presence of invisible beings, and has Darkvision out to a range of 120 feet, it also possesses telepathic abilities allowing it to communicate to any creature within 120 feet.
When engaging in combat, the great orb of eyes prefers to hover high above the ground, evading direct melee attacks. Then from some of its many eyes, it unleashes a formidable barrage of eye rays upon its foes. Each round, it fires 1d4 rays, each targeting a different adversary. If the roll exceeds the number of available targets, any additional rays are lost. The GM has the option to randomly determine the rays or strategically select those with the most devastating effects.
Fear, paralysis, and charm rays are the orbs favoured choices, as it aims to diable as many enemies as possible and sow chaos on the battlefield.
Great Orb of Eyes Rays
| Roll | Ray | Effect |
|---|---|---|
| 1 | Death | Target must make a saving throw or die. |
| 2 | Draining | Target takes 3d6 points of damage and may make a saving throw against magic for half damage. The great orb of eyes heals half that many hit points. |
| 3 | Fear | Target is affected by Cause Fear (reversed Remove Fear), as cast by a 12th-level Cleric. |
| 4 | Charm | Target is affected by Charm Monster, as cast by a 12th-level Magic-user. |
| 5 | Hold | Target is affected by Hold Monster, as cast by a 12th-level Magic-user. |
| 6 | Blinding | Target is affected by Cause Blindness (reversed Cure Blindness), as cast by a 12th-level Cleric. |
| 7 | Petrification | Target is affected by Transform Stone-Flesh (Flesh to stone only), as cast by a 12th-level Magic-user. |
| 8 | Disintegrate | Target is affected by Disintegrate, as cast by a 12th-level Magic-user. |
| 9 | Sleep | Target is affected by Sleep, as cast by a 12th-level Magic-user. |
| 10 | Anti-Magic | Target is affected by Anti-Magic Shell, with the area of effect based around the target, as cast by a 12th-level Magic-user. |
A great orb of eyes is reluctant to use its death ray unless its very life depends on it, rather draining its victims for sustenance. Another favorite attack of the great orb of eyes is charming its foes; charmed individuals become slaves, providing manual labor for the creature. When their usefulness ends, the great orb of eyes has no hesitation in draining these slaves for sustenance.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.