David VC descirbes “A Gazeball, a floating eye/gas spore
hybrid that paralyzes you and drains your Intelligence until it explodes, after
which 0-2 new gazeballs emerge from your skull...” For Dave and your reading
(and gaming) pleasure, I therefore present:
Gazeball: Init –2; Atk Slam +2 melee (1d3) or
infect –4 melee (0); AC 8; HD 4d8; fly MV 10’; Act 1d20; SP symbiotic spores,
reproductive spores, slime, infestation, explosion, immune to mind-affecting, half
damage from bludgeoning; SV Fort –5, Ref –4, Will –2; AL N.
A gazeball is a fungal horror which appears to be a large
eye, floating in midair, perhaps due to some form of levitation. Rhizomatic
growths at its apex appear almost like a crown of eyes, each at the end of a
short tentacle-like growth. In fact, pustulant sacs in the gazeball’s mass create
a volatile gas that provides lift, and the “crown of eyes” are designed to incubate,
and eject the spores of, a secondary symbiotic fungi. The gazeball can shoot a
line of symbiotic spores up to 30’ (Ref save DC 15 or suffer 1d3 temporary
Agility damage).
When a target is paralyzed, or can barely move due to the
symbiotic spores, the gazeball uses another growth to deposit its own spores on
the victim. These spores are laid in a thick coat of slime over the victim’s
face. The slime can be broken down by alcohol, or dissolves on its own after a
period of 2d10 minutes. While the slime is present, the victim is blinded.
During this period, the spores travel into the victim’s skull, where they
infest the brain (a DC 20 Fort save prevents this from occurring). If the slime
is washed off within the first 10 rounds, the victim gains a +1 to +10 bonus to
the save, with the highest bonus indicated it is washed off within a single
round.
The gazeball’s spores cause 1d3 Intelligence damage
immediately upon infestation, and then cause 1d3-1 points of Intelligence
damage each day thereafter. When damage causes a PC to fall to 10 Intelligence
or less, the character’s entire head becomes tender. Thereafter, there is
visible cranial swelling. If a victim falls to 0 Intelligence, roll 1d3-1. On a
result of 1-2, the victim’s skull explodes, revealing new gazeballs equal to
the number rolled (1 or 2) with 1 HD each. On a roll of “0”, the victim manages
to defeat the infection, and slowly returns to normal. Otherwise, the infection
can only be cured by magic or clerical healing (4 HD result or better).
A gazeball’s slam attack is only used in self-defence. The fungal
creature is not looking for a meal, but for the chance to reproduce.
Finally, when damaged there is a percentage chance equal to
the total damage taken that a gazeball will explode due to the weakening of the
gas pustules. This causes 1d3 damage to all targets within 30’, who must also
succeed in a DC 5 Fort save to avoid infestation with the gazeball’s spores. If
there is an open flame within the radius of the blast, it causes a secondary
explosion for 2d6 damage (Reflex save DC 10 for half damage; characters who
take 6+ damage are set on fire). Each point of fire damage counts as 5 points
when determining the chance of explosion.
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