The creature now
known as the "Evil Eye" was once an extremely ancient and
solitary beholder of the highest power (many suspect it to be a beholder
mage, but this is actually not the case -- it's ghostly properties are
inherent, not the result of spellcasting). Its cave was breached from
below many decades ago by drow seeking the considerable treasure it
had accumulated. In a pitched battle the drow killed the beholder and
successfully took its treasure. But the beholder was so fiercely territorial
that its spirit refused to leave its home even in death, and eventually
became the ghostly creature called the "Evil Eye" today.
As long as it remained
in its cave home, the "Evil Eye" wasn't a threat to the local
populace. However, a few months ago some miners found its cave and began
prospecting for gold within. Although they found nothing of value, the
miners disturbed the "Evil Eye" and it killed several of them.
The sorcerer Zareph, guardian of Havenfast, hired a band of powerful
heroes to make the mountains safe once more, and the party -- mistakenly
thinking that the creature was a beholder mage rather than an undead
horror -- thought that they had permanently killed the "beholder
mage." Unfortunately, they simply defeated the ghost without alleviating
the cause of its spiritual anger, so the "Evil Eye" returned.
Angered that it
had been disturbed yet again, the "Evil Eye" decided it would
drive away every creature residing in, on, beneath or near its mountain
home. It killed most of the animals native to the mountain, and drove
away the two purple worms that lived in the caves below it -- causing
them to scavenge for food elsewhere and make the attack on the caravan
that the heroes witnessed in Episode I.
The "Evil Eye"
is a powerful opponent, and knows it. It has all the powers of a living
beholder as well as additional abilities and immunities granted by its
undead state. Though it no longer remembers much about its life except
its home, it is still a thinking, reasoning creature capable of plotting
against its enemies and taking advantage of their weaknesses.
The "Evil Eye"
normally travels in a fully ethereal state, scouting out its enemies
while invisible and incorporeal. It attacks only when it believes it
has an advantage, and can usually gain surprise on its enemies. If attacked
on the ethereal plane it can often use its antimagic field to drive
enemies back to the material plane.
The "Evil
Eye"
Large Undead (Incorporeal)
Hit Dice:
16d12 (104 hp)
Initiative:
+4 (Improved Initiative)
Speed:
fly 30 ft. (perfect)
AC:
20 (-1 size, +11 natural) ethereal, 13 (-1 size, +4 Chr) manifested
Attacks:
Eye rays, +11 ranged touch, bite +6 melee
Damage:
Bite 2d4
Face/Reach:
5 ft. by 5 ft./5 ft.
Special
Attacks: Eye rays, horrific appearance, manifestation
Special
Qualities: All-round vision, antimagic cone, rejuvenation, turn
resistance +4
Saves:
Fort +4, Ref +6, Will +14
Abilities:
Str 10, Dex 10, Int 17, Wis 15, Cha 19
Skills:
Hide +17, Knowledge (arcana) +12, Listen +25, Search +28, Spot +30
Feats:
Alertness, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes,
Shot on the Run
Challenge
Rating: 15
Treasure:
None
Alignment:
Lawful evil
Special
Qualities:
Eye Rays:
The "Evil Eye" has the same eye ray attacks as a normal beholder,
although the DC of any saves against them is 22. When the "Evil
Eye" is fully ethereal these rays only affect creatures on the
ethereal plane. When the "Evil Eye" is manifested, its eye
rays affect material targets normally.
Corrupting Gaze:
This is the same as a standard ghost's corrupting gaze, and the DC of
Fortitude save against it is 22. The "Evil Eye" is considered
to be gazing in all directions, and may replace any or all of its normal
eye ray attacks with a corrupting gaze attack.
Horrific Appearance:
Rather than look like it did as a living beholder, the ghostly evil
eye appears as a huge, spectral bloodshot eye with ten bloody nerve
ends trailing off behind it, each of these tipped with another bloodshot
eye. This is the same as a standard ghost's horrific appearance, and
the Will save DC against this effect is 22.
Manifestation:
This acts as a standard ghost's manifestation.
Rejuvenation:
The "Evil Eye" cannot be permanently destroyed by any normal
means. If killed while manifested or by attacks on the ethereal plane,
the eye returns after 2d4 days and again begins scouring the mountain
clean. Even if the heroes use powerful means such as a limited wish
to keep the creature dead it will return if it makes a level check against
DC 16 (unless the ghost has somehow lost a hit die, it cannot fail this
roll).
The only way to
permanently destroy the eye is to kill it, and then seal its cave off
from any further encroachment. Creating an avalanche or a similar cave-in
is sufficient for this, but a simple wall of stone or similar
easily bypassed barrier is not. Of course, the eye is unlikely to explain
its desires to the heroes, making it difficult for them to discover
exactly how to get rid of it.
All the "Evil
Eye's" other special qualities work as normal for a beholder or
ghost.