Wandering Eye

Exploring Eberron p. 231 (Third Party)

Tipo
Objeto maravilloso
Mágico
Sí
Rareza
uncommon (requires attunement)

Descripción

This disturbing daelkyr-made symbiont is a leathery tentacle with one end terminating in a single bulbous eye, and the other sporting a barb designed to burrow into flesh. When you attune to the wandering eye, it burrows into one of your shoulders, then rises up from it, studying the world and projecting insights into your mind. The wandering eye may occasionally take an interest in some random element of your current environment; in this case, the DM may draw your attention to this object or person. While the eye is uncovered, you gain the following benefits.

Third Eye. When you make a Wisdom (Perception) or Intelligence (Investigation) check involving sight, you can roll a d4 and add the number rolled to the ability check.

Periscopic Vision. The eye can stretch up to 18 inches and can be used to peer around corners or over cover. When extended and used in this way, the eye has an AC of 20 and 6 hit points. If it is forced to make an ability check or a saving throw, it uses your statistics. If it is reduced to 0 hit points, you cannot benefit from any of the eye's properties until you finish a short or long rest, after which it regains all lost hit points.

Always Vigilant. The eye remains watchful while you sleep. When you take a long rest, the wandering eye remains active, allowing you to use your passive Wisdom (Perception) score to notice threats even while asleep. If the eye spots danger, it sends you a mental alarm in the form of a nightmare that immediately wakes you up.

Symbiotic Nature. The eye can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the eye ends, and you can remove it.