Skip to main content

Eddie Eyegore




A puppet beholder, Eddie Eyegore's eyes however are humanoid eyes ensconced in glass within a body of plush fabric and leather. all of the eyes roll and move as if alive. A complex network of puppet appenages articulate each eyestalk, stubby legs and cute bat wings. Its sewn-on mouth remains affixed in a smile, even as it slurps up magically plucked eyes.

Eddie Eyegore

Tiny Construct, chaotic evil

Armor Class 16 (natural armor)

38 (7d4 + 21)

Speed 10 ft

Fly 30 ft (hover)

Str 9 Dex 16 Con 16 Int 7 Wis 15 Cha 12

Skills Perception +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Sensesdarkvision 60 ft., passive Perception 16

Languages understands Common but cannot speak

Challenge 2 (450 XP)

Blinding Sight.

Any creature that starts its turn within 30 feet of Eddie Eyegore and can see Eddie Eyegore must make a DC 12 Constitution saving throw. On a failed save, the creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Eddie Eyegore blinding sight for the next 24 hours.


Unless the target is surprised by Eddie Eyegore, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the construct. If a creature fails this save by 5 or more, Eddie Eyegore steals its eyes instead. The creature is blinded until it is cured by the lesser restoration spell or like effect.

Biting Eye.

Whenever Eddie Eyegore drops a blinded creature to 0 hit points, it and all friendly constructs within 30ft gain temporary hit points equal to that creature's hit dice.

Actions

Multiattack.

Eddie Eyegore makes two attacks.

Eye Beam.

Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 6(1d8+2) necrotic damage.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...