The Dragonlance Nexus

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Eyewing

D&D 3e (3.0/3.5) Rules

by James O'Rance


Large Outsider (Evil, Law)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (Dex)
Speed: 0 ft., fly 60 ft. (good)
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: 2 claws +6 melee, tail +1 melee
Damage: Claws 1d6+3, tail 1d4+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Tears
Special Qualities: Immunities, vision
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 17, Dex 12, Con 17, Int 6, Wis 12, Cha 6
Skills: Listen +7, Search +4, Spot +7
Feats: Flyby Attack
Climate/Terrain: Any land
Organisation: Solitary, cluster (2-5) or swarm (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 4-6 HD (Large); 7-9 HD (Huge)

Eyewings are loathsome inhabitants of the nether planes. They are obedient, loyal, and unintelligent - perfect servitors of the dark gods.

The eyewing's body is a fat, egg-shaped ball about five feet wide, covered with matted black fur. This body is born aloft by five-foot leathery wings, tipped with a set of razor-sharp talons. An eight-foot-long rat-like tail descends from the creature's back, whipping around with a small, sharp spur at the end. Eyewings have no legs and have never been known to land.

A single, bulging, black eyeball with a blood-red pupil dominates the creature's body. Vile blue tears constantly leak from the eye, soiling the creature's fur and giving off an unbelievable acidic stench, scorching the sensitive tissues in the nose and mouth of any creature nearby.

Eyewings understand spoken languages such as Abyssal, Dragonspeak, and Infernal, but can only communicate with other eyewings via shrill squeaks.

Combat

Eyewings exist only to serve their dark masters, and become sluggish and listless without orders. They enjoy relieving their boredom by tearing apart innocent creatures, swooping or hovering around an opponent to slash with wings and tail.

Tears (Ex): An eyewing can release a tear from its eye as a ranged touch attack (+4 attack bonus), with a range increment of 10 feet. If the tear hits, the target suffers 2d4 points of temporary Constitution damage (Fortitude save halves, DC 14). This is a grenade-like weapon (Player's Handbook, page 138) that inflicts 1d2 points of temporary Constitution damage with a splash (Fortitude save halves, DC 14).

A tear hardens into a rubbery lump within 2-12 hours of being shed, depending on the humidity and temperature. Any character who handles a hardened tear suffers 1 point of temporary Constitution damage (Fortitude save negates, DC 14).

Immunities (Ex): Eyewings are immune to cold and have no need to breathe, granting them a +2 racial bonus to saving throws against gas attacks.

Vision (Ex): Eyewings possess extremely acute vision, and can see with perfect accuracy for up to 25 miles. They also possess darkvision to a distance of 120 feet.

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