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My baleful glare will give you quite a scare!

Evil Eye

Eye see no reason to move the dungeon stares to a different sight.



This part time job as a lighthouse really sucks.


Slimy, single-eyed abominations that first appeared in Sir-Tech's 1982 Wizardry: The Knight of Diamonds Apple II roleplaying video game. Said title was later ported, often in an enhanced graphical format, to other computer platforms and gaming consoles; it is also available as a selection on several Wizardry compilation packs. Evil Eyes are always encountered in pairs; they have no tolerance for other monster species, so you will never find them traveling in the company of other creatures. While they typically attack any humans or demihumans that they run across, without provocation, friendly specimens are not unheard of.

An Evil Eye has several offensive options at its disposal, but the creature primarily relies on its deadly gaze attack. By concentrating, and focusing its skull-shaped pupil upon the desired target, an Evil Eye can induce violent, systemic hemorrhaging in the body of the victim [4-32 (4D8) points of damage per use.] It doesn't matter if the object of this assault meets the creature's stare or not, nor is blindness a defense; the target can, however, avoid the effects of this baleful glare by quickly moving out of, or blocking, the Evil Eye's line of sight. These gooey fiends can also expel clouds of toxic vapor from their pores, anyone unfortunate enough to breath this noxious gas will be poisoned; death follows soon after if the venom isn't neutralized in a timely manner. Finally, Evil Eyes have some proficiency in the wizardly arts; they can cast spells from the first two levels of the Mage's school of magic. This amounts to minor offensive spells, inducing sleep, and defense sapping/boosting--nothing too dangerous, although falling asleep in the middle of a battle with a creature that can potentially fatally poison you or rupture your blood vessels just by glancing in your direction is definitely a tactical concern of no small importance.

It is difficult to injure an Evil Eye's slimy, rubbery flesh; unless one's aim is true, physical attacks often slide off on impact instead of causing any appreciable harm (targeting the eye is generally the most effective strategy.) This, coupled with the creature's lack of discernible vital organs, grants it an impressive natural Armor Class of zero. Evil Eyes also enjoy a degree of general magical immunity (spells only work on them 75% of the time.)


Evil Eye Game Statistics
Description Prior To Identification Glowing Sphere
Number Encountered Always 2 (2D1)
Hit Points (HP) 9-54 (9D6)
Armor Class (AC) 0
HP Regeneration Not Applicable
Magic Resistance 25%
Resistance Not Applicable
Number of Attacks Per Round 1
Attack Damage 4-32 (4D8)
Level Drain Not Applicable
Breath Weapon Poison
Cleric Spell Level Not Applicable
Mage Spell Level Up to 2nd Level

Level 1 Mage Spells:
  • Halito (Fireball, inflicts 1D8 damage on a single target)
  • Mogref (Defense enhancement, temporarily decreases the Armor Class of the caster by 2)
  • Katino (Sedative, temporarily causes one group of targets to fall asleep)
  • Dumapic (Locator, determines the exact current coordinates of the caster, including depth underground, can't be used during combat)
Level 2 Mage Spells:
  • Dilto (Darkness, temporarily increases target group's Armor Class, raising the probability of successfully striking them with subsequent attacks)
  • Sopic (Defense enhancement, temporarily decreases the Armor Class of the caster by 4)
  • Melito (Magic sparks, inflicts 1D8 damage, each, to a group of targets)
Special Properties Sometimes friendly (whether or not you initiate an attack, or peacefully leave them alone, will affect your alignment.)
Other Monsters Species Typically Encountered With None
Probability of Encountering With Other Monster Species 0%
Experience Point Value 3,270
An explanation of die roll mechanics for those that don't play tabletop roleplaying games: The first number refers to the number of times a die is rolled, "D" stands for die, and the second number the type of die (i.e., six-sided, eight-sided, etc.) Additionally, modifiers, in the form of pluses or minuses, are also sometimes applied. So, the abbreviation "4D6+3" simply means that a six-sided die is rolled four times, the results of those four rolls are added up, and then three is added to that total, to randomly determine a value between 7-27 (4-24 plus 3.) A monster with 3D10 Hit Points and an attack strength of 2D8-1 could have anywhere from 3-30 hit points and inflicts 1-15 (2-16 minus 1) points of damage every time it successfully attacks. These random health/damage values provide an element of variety/surprise during combat with individuals of the same species.





Materials:
Newsprint, tissue paper, white glue, wire twist ties, gloss nail polish, and acrylic paint.

Dimensions:
3.1 cm/1.2 in. x 5.7 cm/2.2 in. (widest point x highest point)

Time:
Two days: August 24 and 25, 2011.



Evil Eye photo collage.




The party encounters a pair of Evil Eyes in the depths of the dungeon (NES version.)

The party encounters a pair of Evil Eyes in the depths of the dungeon (SNES version.)



REFERENCES:


  •   Wizardry: The Knight of Diamonds Nintendo Entertainment System video game.

  •   Wikipedia Wizardry article.

  •   Various GameFAQs.com Wizardry game guides.



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