Originally created for the Dragonlance campaign setting (and updated for v.3.5 in Sovereign Press’s Bestiary of Krynn, Revised), the eyewing became a staple creature in Planescape. Unfortunately when it was co-opted for Planescape, its description as a resident of the Abyss was not updated for the great wheel cosmology (the Abyss of Dragonlance is very different from The Abyss of the great wheel) so we ended up with the lawful evil eyewing as a native of The Abyss.

Eyewing CR      2

EyewingXP 600
Bestiary of Krynn, Revised 51
LE Large outsider (evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft.; Perception +15
Aura tear (5 ft. radius, sickened 1d6 rounds, Fort DC 14)

AC 17, touch 15, flat-footed 11 (+6 Dex, +2 natural, -1 size)
hp 21 (3d10+3)
Fort +4, Ref +9, Will +2

Speed 5 ft., fly 60 ft. (good)
Melee 2 claws +8 (1d6+2), sting +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks tear +8 (1d4 acid plus 1d4 Int damage)

Str 14, Dex 22, Con 13, Int 5, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 22
Feats Ability Focus (tear), Weapon Finesse
Skills Escape Artist +12, Fly +10, Perception +15, Sense Motive +7, Stealth +12; Racial Modifiers +8 Perception
Languages Infernal; telepathy 90 ft.
SQ dimensional cling

Environment any (The Abyss)
Organization solitary, wing (2-4), or infestation (10-20)
Treasure none

Dimensional Cling (Su) If an eyewing is summoned through the use of a summon monster spell, it remains on the Material Plane after the spell’s duration has ended and is no longer under control of the caster who summoned it.
Tear (Ex) The eye of an eyewing contains a caustic blue fluid. Those within 5 feet of the eyewing must succeed at a DC 14 Fortitude save or be sickened for 1d6 rounds. A creature that succeeds its saving throw cannot be affected again by the same eyewing’s tear for 24 hours. Once per hour, as a full attack option, an eyewing can project a tear at opponents. Treat this as a splash weapon with a range increment of 10 feet. A creature that takes direct hit damage from this attack takes 1d4 acid damage plus 1d4 points of Intelligence damage. A successful DC 14 Fortitude save negates the Intelligence damage. Creatures not hit directly take only the acid damage. The save DCs are Constitution-based.

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