Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Tuesday, September 27, 2011

Towards a bestiary of Zu

As a note, HD notation sometimes follows Melan's Sword and Magic system. Therefore, HD: 5+2 does NOT mean that you add 2 to the HP total, but that all of the creature's abilities are assumed to have a +2 bonus: +2 to STR, +2 to CON (and therefore to every single Hit Die), etc.. When used, this bonus is already factored into attack rolls, damage and the like.


Animal, phantom
A phantom animal is a pale glowing creature in the shape of one of many normal animals such as crows, deer, dinosaurs, horses or wolves. They may be encountered alone or in groups. The touch of most phantom animals does direct damage to a specific physical ability score, but some may have a ranged attack such as a howl or simply its glow (1 in 6), and / or might affect Intelligence or Wisdom if the victim fails a saving throw (1 in 6). The damage done is a fixed value between 1, 1d2, 1d3 or 1d4 points, depending on the strength of the phantom’s luminousity.

Batrakheios Megas
These humongous, vaguely toadlike behemoths may slumber for millenia under the earth’s crust or in the depths of dungeons. At a -5 penalty they may try to grab a victim and swallow him whole, their digestive juices automatically causing 1d6 points of damage per round. Once per day they can let out a tremendous roar that causes 4d6 points of damage and cracks rock. Touching their poisonous skin causes the loss of 2d6 points of CON unless a save is made with a -4 penalty.
HD: 8+2, AC: 12, DR: -4, attacks: 2* +10 paws 1d6+3 HP plus poison, 1* +10 bite 2d6+6 HP

Behemoth
For a detailed description, see previous post. Note that various regional varieties exist that have adapted to their environments: desert Behemoths have sandy/grey skin and scale, swamp Behemoths are green and can hide underwater, volcanic Behemoths are sooty black, impervious to heat, have metallic fur and can sling gobs of lava, etc..

Bicephalous snake
50-50% chance of the heads being on the opposing end, or branching off on the same side.
HD: 2+1, AC: 14, attacks: 2* +3 bite 1d6-1 HP plus poison, 1d6 CON

 Bull, divine
Ordinary cattle is virtually (or perhaps completely) unknown on Zu, but Divine Bulls can be occasionally encountered. These creatures often display human intelligence, can be of various majestic colours, and often have various magical powers. The immortal deity kings of the lands strictly prohibit the slaying of bulls, even though they are sometimes aggressive and greatly harmful.

 Cuckoo
For these nasty little birds, see the previous game session writeups.
They’re all 1 HD except for a few exceptional individuals. Half-fledged ones have AC 10 and get no attack bonus, fully fledged adults are AC 12 and get +1 to attack.

 
Flame Turtle
When attacked, this oversized turtle spends an entire round drawing its head and limbs inside its shell, then releases a blast of fire and high pressure air through its gaps. The turtle itself is unharmed by this. The shell is completely impervious to any form of non-magical destruction known to man. Rare variants might release a blast of freezing air, berserker gas, acid spray or other compounds.
HD: 1, AC: 10 when exposed, 18 when withdrawn, attacks: fiery blast 1/3 rounds, 4d6

Glory Snail
These giant snails roam the gently rolling hills and grassy plains. Named after their beautiful appearance, their skin glitters with sparkling slime, and their hard transparent shells let through rainbow-coloured swirls of light from within. Glory Snails emit strong pheromones. From a 100 feet away, this will cause people and animals to feel a sense of euphoria and a desire to sit down and rest, unless they make a saving throw sv. poison at +4. At 20 feet, they must make another save with no bonus or will lose control of themselves and attempt to climb the snail and crawl into its shell.
Once the snail has trapped enough creatures this way, its colourful lights will fade away while it digests for several days, the decomposing remains of the victims visible through the shell.
When attacked, it will defend itself by shooting its oversized love darts (no, really, look up the reproduction of garden snails) which cause 1d6 points of damage and on solid hits (0 HP, damage to ability score) can cause humans to slowly and excruciatingly turn into new Glory Snails over several weeks unless they save.
HD: 5 (1 for purposes of attacking), AC: 10 exposed, 18 when withdrawn, DR -2


Sunday, September 04, 2011

Equipment for Zu

Last week I totally forgot to print out the equipment list before game. That makes it a suitable topic for my next post, amended with few small bits of explanation:

Coinage:
Local coinage exists in great variety and will be adjudicated on a "spirit of the moment"-base. Khantún has lacquered coins of rare wood with a hole carved through the middle, the barbarians of the Hāāā Plains might occasionally use the pretties and most colourful dinosaur feathers, etc.. The "universal" coinage, or "The Basic Alchemical Catalysts" as known by a few well-informed sorcerers, are the following:

- The Ist. The Ist is a reddish coin of varying hue, roughly round and the size of a large thumbnail, though there's quite a bit of variation. Good for ordinary low-cost items like rope, torch, etc..

- The Kon. A largish coin of shiny dark green metal with complex non-figurative engravings in it. Comes in a variety of shapes from square through round to elliptic, but always the same weight. Worth 10 Ist, and typical adventuring gear (weapons, armour and the like) are measured in the Kon.


- The Bizant. Even larger, shiny and dark blue, more of a medallion than a coin. Very rare, worth a 100 Kon.

These coins are the remnants of a long-forgotten age and nobody knows how to mint more. Occasionally, one might come across what wizards call an "activated" coin. An activated coin always has some magical quality. This can be obvious (glows, feels unnaturally cold or warm, floats on water (though weighting normal), or delivers a small shock on touch); or more elusive (keeps on spinning and spinning once spun, makes a small humming noise when held to the ear, or reacts specially to specific substances). Such coins are usually worth 100 or more times their nominal value to the right buyer - if they're recognised for what they are.

Weapons
Dagger, whip, clubd6-1max. 1K
One-handed weaponsd66K
Two-handed weaponsd6+112K
Speard6 (+1 two-handed)4K
Thrown weapons (javelin, throwing axe)d6-1 (+STR bonus)2K
Slingd6-1 (d6 w/ lead shot)1K / 2K per dozen lead shot)
Bow & arrowsd610K / 1K per dozen
Crossbow & boltsd6, +2 to hit, ROF 1/220K / 1K per dozen



Armour & shields*
Light (leather, studded leather, exitic hides, linothorax, etc.)-1HP damage per hit5K
Medium (partial metal, mail shirt)-3HP damage per hit15K
Heavy (full mail, qood laminar, etc.)-5HP damage per hit50K
Buckler+1 AC3K
Medium+2 AC6K
Large+3 AC, heavy encumbrance12K
Helmet+1 AC5K

Equipment & supplies

Acid, 1 vial7K
Ale, 1 flagon (4 draughts)**1K
Brandy, 1 bottle (12 draughts)3K
Candle1I
Chain, 10'8K
Incense, 1 stick or perfume, 1 vial1K or more
Lantern***2K
Medical supplies (bandage, herbs, etc.), 1 dose****1K
Mirror, small, silver10K
Oil, fiery*****1K5I
Oil, lantern5I
Pole, 10', wood1I
Rations, travelling, 1 day1I
Rope, 50', hemp5I
Rope, 50', silk15K
Shovel, pickaxe, crowbar, grappling hook, etc.2K (per item)
Steel & flint1I
Torch1I
Wine, Mead, Berrywine etc. (1 bottle, 8 draughts)2K

Beasts******

Riding Lizard(1HD, AC10)10K
Sandcrawler Lizard(2HD, AC12)20K
Horse(2HD, AC12)50K
Hunting Raptor(1HD, AC14, d6-2 bite)10K
War Raptor(2HD, AC14, damage reduction -1, d6 bite or +2 leap30K
Winged Snake, hunting(1HD, AC16)15K
Winged Snake, messenger(1HD, AC16)20K
Winged Snake, poisonous, trained(1HD, AC16, d6-1 + poison50K

Special

Alchemy lab equipment, basic set3B
Hourglass6K
Lockpicking tools15K
Musical instrument, simple4K
Spyglass1B


* So, yeah, armour doesn't improve your AC, but instead decreases the amount of damage you take from attacks. Feel free to rage if you're a true grognard. It works, because:
- Shields and helmets still improve AC, and DEX bonuses are easier to get, so characters will still have a decent AC, only it won't go into the 20-s (or negatives for descending AC).
- Humans can naturally improve only to the fifth level of experience, and monsters are also scaled accordingly (though they can exceed that limit), so the enemy will never have such huge attack bonuses. Or much HP.
- Since melee attacks are roughly in the d6 ball park, medium armour offers a rather decent protection, but still doesn't turn you into an armoured Superman. Heavy armour might, but that's very rare Rosenwalder stuff and good luck getting some. That +1 for two-handed weapons or the STR bonus makes a real difference against medium, though.
- The theme here is that armour was made to be protective against other humans, but if you get attacked by some eldritch monster whose damage code is [multiple] d [whatever], then you're quickly in real trouble. As you should be, since they're eldritch monsters.
- Criticals take off points not from you HP, but from your ability scores (with a *2 modifier to damage code). Which is cool because it's like Traveller, and because it actually adheres to the age-old silly explanation that "HP is not wounds, it's stamina/luck/rolling with blows". It makes perfect sense that if HP is not wounds, then something else must be wounds. Let's take that official explanation which always has been silly, think it through all the way, and we might actually get something that works and even makes sense. More to the point, criticals ignore armour, anyway.


** 1 draught of booze (regardless of type) and a bit of rest after a fight heals you 1d6 HP once per day. I'm pretty sure it worked for Conan, so it works for my players, too. Plus, see above: HP is not wounds.


*** Has anyone ever bought any other type of lantern then "bullseye"? I've never seen it happen. And if everyone always buys just one type, why have several on the list? Anyway, this lantern here is neither. It doesn't do fancy stuff like narrow beams or quick hiding option. And, unlike all D&D lanterns I've ever seen, if you try to turn it 90° so it shines directly up or down a shaft, all the oil pours out and down your neck.


**** These heal 1d6 points of lost ability.


***** One of my favourite dead horses. Lamp oil isn't a damn Molotov cocktail!!!! So here's a separate item, a sort of Alchemist's Fire.

****** Guess these need some explanation, which also educates you about the world of Zu
Riding Lizard - Bipedal, about as tall as an Icelandic pony, carries one rider. The most common riding animal of Zu. Looks a bit like this, minus the hair and with less developed forelimbs. Upsides: it can keep going without rest for a long while, and it's inherently docile and obedient. Downsides: none too bright, obedience means it listens to everyone, not just its owner, not good at running, gets scared and uncontrollable in a fight.

Sandcrawler Lizard - These are like sand-coloured, oversized Komodo dragons which have been stretched a bit. They're very good at moving speedily over sandy terrain, and are primarily used by the Ankur Empire. Each lizard can have two men ride on it in a squatting position (too low to hang your legs down), but their undulating movement might cause seasickness in unaccustomed people - or it might just cause them to fall off. They're very calm, and Ankur janissaries can fire some of their smaller spirit house weapons from the back of a Sandcrawler on the move.

Horse - As mentioned, most civilized people of Zu consider these to be sinister, unnatural, possibly demonic creatures and would want to have nothing with them. Objectively, they're smarter then the usual Riding Lizard, their galloping speed makes them great for pursuit or getaway, and when properly trained, they make formidable platforms to fight from. At the same time, they can't cover the same distances as most reptiles without rest, and training them is a hard art to master.

Hunting Raptor - Size.  Appearance. Questions?
Obviously, they're meant to hunt small prey, but can cope with deer-sized creatures when in a pack. They're rather smart and easily trainable, and the noblemen of Ankur and Khantún often breed them as pets - these varieties have incomparable prettier (or more garish) plumage, and would be proportionately more expensive (if at all for sale).

War Raptor - These are your Jurassic Park Raptors (only with feathers, obviously). They can't be ridden, but you can set them loose on the enemy right before a battle for a bit of bloodshed. Of course, the enemy might have some prepared wizards or just some female War Raptors in heat, and then there's no telling which side the bloodshed will be on.

Winged Snakes - These were inspired by Scott Wylie Roberts' excellent Travellers of the Wasteland, which you should check out.

Wednesday, August 31, 2011

The reason nobody uses dinosaurs in D&D

It's because they're boring. I mean, sure, dinosaurs, cool, but at the end of the day they're just large bags of Hit Points with a bite attack. If they're really extravagant, they might have trample or a tail swipe. In a game with dragons, demons, wizards and weird monsters that just doesn't cut it.

So for those who want to use dinosaurs without their players yawning, here's a Random Dinosaur Mutation Table! It doesn't have as many entries as I'd like to see, so add your own one in the comments!


1 aura of silence – 75% for a few rounds at a  time,  20% for hours, 5% constantly
2 breathes fire
3 breathes frosty air blast
4 breathes mutagenic gas
5 burning blood – harms whoever inflicts close combat damage
6 commands other reptiles
7 feathered (or featherless, if otherwise typical theropod)
8 friendly – 50% to whoever is kind to it, 50% picks a friend and sticks with him to the point of being burdensome
9 giant
10 glittering feathers/scales – when moving in bright light, observers must save or be stunned
11 glows – 1 in 3 chance glow is radioactive or has magical effect
12 inorganic diet – 50% preferred diet is ferrous (armour, weapons), 50% prefers coins and/or treasure
13 invisible – 75% for a few rounds at a time, 20% for hours, 5% constantly
14 knows how to operate doorknobs, winches, levers, etc.
15 laser (or death energy) eyebeam
16 lulling song – 50% magical sleep effect
17 mind control – 50% short duration, direct „puppetmaster”, 50% long duration insinuator
18 miniature
19 multiple heads – 75% 2 heads, 25% 1d6+2 heads
20 non-reptilian animal head
21 religious – greatly respects: 20% the given land’s immortal ruler / 20% some god from the  God Coast / 20% a dinosaur deity / 15% the Olm / 15% Baratrón / 10% other
22 sound mimicry (like the Predator, it can mimic but doesn’t understand it)
23 primitive (tribal level) intelligence (50% it affects the entire herd/pack)
24 shapeshifter – 40% into similar-sized animals, 40% into inanimate objects or plants, 20% into humans (but doesn’t gain human intelligence)
25 spawn – miniature copies burst out from carcass
26 speaks
27 spellcaster
28 spits acid
29 spits hallucinogenic substance
30 spits poison
31 telekinesis – 50% weak, 40% strong enough to hurl people around, 10% collapses buildings
32 walks through walls
33 winged, can fly (though pretty clumsily if it’s a Tyrannosaurus or somesuch)
34 wreathed in flames
35 wreathed in frost
36 X-ray vision
37-50 several mutations, roll again twice and do NOT ignore this result in the future

Sunday, August 14, 2011

A stream-of-consciousness deconstruction of monster creation

Just yesterday I found myself asking: how would I rework the Marilith? For the edification of my readers, here's a complete recording of the thought process:

Well, what is a Marilith? It's a large snake tail with some chassis at the front that holds a hole bunch of arms to fight with - let's go with this basic idea. Snake tail, okay, but let's top it with something scarier then a naked woman with tits (and some extra limbs). What's scary and has a lot of arms? Spiders. So it's a large (I guess maybe small horse-sized) spider with a long, heavy, ponderous snake tail where its abdomen would be.

It won't be waving around scimitars with its hairy spider legs, so let's give it a different method of attack. It bites and poisons, sure, but something else as well. It's half snake, and there's such a thing as a spitting snake, so I'll make it spit... but what? Poison is passe. It should spit something related to snakes or spider... flies! It spits living flies - or more accurately, tiny, vaguely humanoid fly-men. It creates them from the juice sucked out of its victims. The flies don't attack directly. They, ermm... they're flied, they're dirty, they spit on food. They land on food and infect it with the spirit of distrust, intolerance and hatred. They also so small theylook like normal flies at a glance, which works just fine: I want demons to be about more than just hitting hard and being tough to kill. So the spidersnake demon hides in caves, ruins and the like near populated areas and sends forth its tiny minions to spread hatred and chaos via the infected food.

So far, so good, but it needs something more, like some creepy extra body parts. Have you ever seen up-close photos of spiders? Those extra eyes sure look creepy, so I'll work with that. When it feels threatened (say, by adventurers), smaller snakes grow out of its eyes and try to bite its enemies. But here's a great opportunity to add something even more: those smaller snakes (well, normal-sized snakes) also have the forebodies of spiders! They're smaller copies of the entire demon. And since they're copies, they also have a whole bunch of eyes, so you have even smaller growing out of those, and of course they too have a spider body. And eyes. With snakes growing out of them.

As it were, this here is a fractal monsters which has smaller copies of itself growing out of its eyes, and out of the eyes of those, and so on ad infinitum. A single spidersnake is in fact an infinite number of ever-regressing spidersnakes and they all get a separate attack roll f*ck NO. We don't need that, only the first four get that. But we do keep the infinite regression thing, because it's nicely Cthulhoid and as such highly appropriate for a demon. So here's our lovely:

The Deepest Planter of Ebony Seeds*

4 Hit Dice. AC 14. Reduces all physical damage by 3 HP. Bite attack 1d6 HP + save vs. poison or temporarily lose 1d6 points of DEX. 4 additional eye-snake attacks when not surprised, each as a 2HD monster that does 1d6-1 HP. Does the fly-man food infection thing and also sees and hears through them.

*All stats for World of Zu, the numbers would be completely different for standard D&D.


Next time I might make a monster that combines a bear with a stone wall.

Friday, August 12, 2011

Pay for one spell, get 10 new monsters for free



Baratrón Pact
Level: 7, -1 for each HD of sacrifice at casting

This spell forms a pact between the caster and the mysterious subterranean entity Baratrón, who provides the former with a randomly determined obedient servant. The creature will follow the caster’s commands to the best of its abilities and serves for an indeterminate period of time. Once the creature is slain, banished from this world or magically removed from under the caster’s control, the caster must offer a second sacrifice of  intelligent creatures, this one commensurate with the power of his former servant: a total of 1 HD for each of the creature’s plus the wizard’s HD (so a 4th level wizard who's just lost his Animated Statue must offer a sacrifice worth 7 Hit Dice - since normal humans do not advance to such levels, this means a number of victims). Should he fail to perform this within three days, he will permanently lose 2 points for each HD from random attributes.

  1. – Subterranean Man
  2. – Pit Victim
  3. – Earth Elemental
  4. – Living Statue
  5. – Pnakognomatic Artisan
  6. – Baratrian Smoke Demon
  7. – Clockwork Horror
  8. – Troglodyte
  9. – Eye of Stone
  10. – Ancient One Who  Sleeps
 
Subterranean Man

A man with white or no hair, pale skin and milky eyes. He is like a normal fighting man (1st to 3rd level), but with the following exceptions:
- He is blind, and therefore immune to blinding effects such as sharp or stroboscopic lights as well as to purely visual illusions.
- His sharp hearing and preternatural senses are functionally equivalent to 90’ of vision in any light conditions.
- Due to Baratrón's blessing, he always understands his master’s commands, but can only speak his own unintelligible language.
- Accustomed to living in caverns: +2 to climbing and swimming rolls, +4 to moving silently in enclosed spaces characterised by hard surfaces.
Subterranean men are normally equipped with a metal club (1d6 damage), a small dagger and two dozen doses of blade poison (1d6-2 HP, -1d8/-1d8 DEX). They will not wear armour.

Pit Victim
A criminal thrown into the punishment pits of ancient and distant cities, reanimated by Baratrón's will. An undead creature with blackened and hardened skin, covered in long dark rags. Understands speech but cannot communicate. It automatically detects hostile intent towards its master and autonomously takes steps to cruelly dispose of the threat unless explicitly ordered otherwise.  Either carries an ancient, badly rusted weapon or uses its long, disease-ridden claws.

1-3HD, AC10, dam. 1d6-1 or 1d6-2 + disease: 1d4 STR / 1d4 CON

Earth Elemental

A hulking, shape of rock and earth that can pull itself into a vaguely humaoid appearance. It can tear down walls and dig through rock easily. All worked stone in its vicinity - bricks, walls, flagstone, statues, etc. - will slowly revent into natural stone formations over a matter of months, weeks or days, depending on the elemental's level. When not in contact with stone or earth, or when at least partially submerged in water, it slowly disintegrates, losing 1 HP per round.

3-8 HD, AC18,  dam. 1d6 (3-4 HD), 2d6 (5-6 HD) or 3d6 (7-8 HD).

Animated Statue

An exquisitely carved statue of stone, typically depicting a human or animal. Intelligent enough to follow complicated commands, but always remains very literal in their interpretation. When faced with a situations undefined by its instructions, it will try to follow the nearest match in its orders. Unless its master puts some thorough thinking into his instructions, this nearest match might well boil down to "protect me", which in turn might become "kill anything that come close." Animated statues can speak in a resonant voice, but usually only do that when isntructed to do so or when told to report some past event.

3 HD, AC17,  dam. 1d6+2. Takes minimum damage from non-blunt weapons.

Pnakognomatic Artisan

In this dimension the creature appears as a hunched, lean, black-skinned, hairless dwarf. While it only has one Hit Die, it counts as a 5HD creature for the purposes of sacrifice as described in the Baratron Pact spell. It cannot wield weapons or wear armour, but has the ability to part and pefectly reseal earth, rock and minerals (the latter only in their natural state) with its comically oversized bare hands. Furthermore, when given the necessary materials, even in their raw state (such as a vein of iron ore instead an ingot),  it can manufacture any non-magical metal or stone item in one hour without tools. It can communicate with its master, and anyone else the master declares is privy to such conversation, in a multitonal whisper that everyone perceives as his or her native language.
If the Pnakognomatic Artisan is killed, its full and proper form will momentarily intrude upon our dimension in its death throes. At the end of the round of its death, it will transform into a giant tentacled non-Eucledian monster and randomly lash out at nearby targets, attacking as a 10 HD creature. In this single destructive act it will lash out with 5 tentacles (1d6 damage); bite with its gaping mouth full of pointy teeth at the closest possible target (2d6+2 damage); and shoot a black eyebeam of death energy (save or die). Once the monster is still, it is sucked back into its native dimension, leaving no body behind.

Pnakognomatic Artisan: 1HD, AC11, dam. 1d6-1

Baratrian Smoke Demon

This intelligent, malevolent creature comprises tendrils of poisonous dark smoke and counts as a 4 HD monster for purposes of the Baratron Pact. It can fly and fit through the tiniest crack and is completely immune to non-magical weapons and most spell effects, some notable exceptions being wind, banishment or domination by arcane means. It attacks by engulfing its target: the victim can hold his breath by making a CON save with a cumulative -2 penalty for every round after the first, or try to outrun the smoke by an opposed DEX check (the demon is considered to have DEX 12, horndwarves take a -4, lizardmen a -2  penalty). A failure indicates that the demon’s poisons have penetrated the victim’s lungs, causing 1d6 points of damage to a randomly chosen attribute.

When located outside the Underworld, the Demon needs an unholy container, typically a clay or stone jar, to regularly retreat into and regain composure. If this jar is destroyed, the Smoke Demon will permanently disperse in a few days.
While the Baratrian Smoke Demon  is capable of operating above grounds, it will only do so by the explicit command of its master, since it has problems navigating even a light breeze, and a stronger wind is pretty much lethal to it.

1HD, AC: 12 (only against magic weapons)

Clockwork Horror

All cogs, joints, axles, pincers and swirling blades, Clockwork Horrors are mechanical monsters that come in a great variety of sizes and (sometimes vaguely human- or animal-like) shapes. They only take minimum damage from piercing and slashing weapons (except heavy, two-handed swords and axes), and are immune to fire, poison and all other effects that would not affect a steel machine. Electricity causes them to stop amidst convulsions for 1d4 rounds, but after that they’ll be quickened, having twice the movement rate and twice the usual number of attacks for the same duration. The smallest ones with 1 Hit Dice can climb over all but the smoothest surfaces, even upside down, and 2 HD ones also retain some of this ability to a lesser extent.

 
Roll HD AC Attacks
1-3 1 15 1d6-1
4-6 2 15 1d6/1d6-1
7-9 3 15 1d6/1d6/1d6-1
10-11 4 15 1d6+1/1d6/1d6/1d6-1
12 5 15 1d6+1/1d6+1/1d6/1d6/1d6-1
(Note that this is just a guideline, many other variations exist with different AC and special attacks, usually at the cost of normal attacks.)
 
Troglodyte
 Yeah, I know it already exists; this is a different one.
These mottled red 12 foot tall monsters are vaguely humanoid but headless, having their eyes and gaping mouth in the middle of their chest. Their arms each terminate in a single great claw. They’re naturally aggressive, but under the Baratron Pact will be tame (unless ordered by its master to violence). Troglodytes are excellent underground trackers and can even detect their prey from the other side of a wall.
3-4 HD, AC14, dam. 1d6/1d6 or trample: needs space to charge, 3d6-2 if hit
  
Eye of Stone
This creature looks like a head-sized, pear-shaped piece of grey rock with an eyeball-like marble set at the narrow end amidst small pincers. When exposed, it cannot move on its own, but once placed against a rock wall or floor it passes through it without leaving a trace. It has perfect vision in any environmental conditions, and can even see rough shapes through a foot a solid rock without its eye protruding. It understands spoken commands and can communicate with its master by replaying what it saw as a miniature image on the surface of its eye. It can use its pincers to replace its marble eye with the fleshy ocular orb of a living creature, establishing a symbiotic relationship: the Eye of Stone comes under the direct mental control of the host, relaying back information immediately.
1 HD, AC12 when exposed, AC17 when peeking from a surface.
  
Ancient One Who Sleeps
This is the undead mummy of a 9 foot tall cyclopean creature, wielding an ornate scepter and ancient magics. They take half damage from weapons and are immune to cold and any effect that typically fail to harm corporeal undead. They do take double damage from fire. Their single eye emits a faint pale light and gives them perfect vision even in magical darkness. Every day they can cast 2 spells plus 1 spell per HD following list: Forfeiture of Light, Tremor, Graveyard Fog, Light of the Dead, Traverse Rock, Gale of Abyssal Doom, Singing Stone, Power of the High Ones
4-7 HD, AC 15, dam. 1d6+2