Witches and ioun mages know how to craft a speaking crystal. Its primary use is as a debating companion and ally—but many turn to treachery and hatred. These are the emerald eyes.
Servants of Logic. A mystic or psion will debate logic with a speaking crystal based on his rational mind, or discuss morality with a speaking crystal based on his conscience. Chaotic psions create speaking crystals based on their primal urges, and such crystals sometimes abandon or even kill their creators. Once free, they revel in the world’s pleasures.
Trapped Manipulators. Most speaking crystals are pink or purple when created, but those that betray their creators turn a dark shade of green. These floating oval-shaped crystals are physically weak, but they retain considerable magical powers to manipulate those around them. This becomes critically important when the emerald eye discovers that killing its creator frees it from the creator’s control but doesn’t free it from the need to remain within 25 feet of some creature it is bound to. This is often the dead body of its creator if no other creature is available.
Shifting Goals. An emerald eye’s motivations change over time. One may be purposeful, using its powers to drive its bound creature toward some specific goal. Another might feign cooperativeness, offering to share its defensive abilities in exchange for the creature’s mobility. Still another might be a manipulative trickster, pretending to be an ioun stone, floating in circles around an ally’s or victim’s head while sparkling brightly to inspire jealousy and theft among its viewers.
Smaller than a clenched fist, an emerald eye weighs at most half a pound.
Constructed Nature. An emerald eye doesn’t require air, food, drink, or sleep.
Tiny construct, chaotic evil
Armor Class 14
Hit Points 54 (12d4 + 24)
Speed 0 ft., fly 30 ft. (hover)
|3 (-4)||15 (+2)||14 (+2)||15 (+2)||12 (+1)||16 (+3)|
Saving Throws Dex +4, Con +4, Int +4
Skills Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4
Damage Resistances cold, fire; piercing damage
Damage Immunities poison
Condition Immunities blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious
Senses blindsight 60 ft.
Languages Common, Draconic, telepathy 250 ft.
Challenge 1 (200 XP)
Bound. An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action.
Immutable Form. The emerald eye is immune to any spell or effect that would alter its form.
Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.
Attraction (Recharge 5-6). An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm’s way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect.
Bind (3/Day). The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result.
Telepathic Lash (3/Day). An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is Stunned for 1 round.