Eye Sentinel

Eye Sentinel CR 2

An eyeball about twice the size of a human fist floats effortlessly into the room. The white of the sclera is intensely contrasted by bright red blood vessels which pulsate as it hovers before you. Disgusting sinewy material and musculature trails behind it like a tail. It does not seem to wish you harm but floats out of reach keeping a careful watch upon you.

XP 600
LE Small aberration
Init +6; Senses all-around vision, darkvision 60 ft.; Perception +16


AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, +1 size)
hp 16 (3d8+3)
Fort +3, Ref +6, Will +8
Defensive Abilities helium dodge


Speed 5 ft., fly 30 ft. (good)
Melee sinew lashes +6 (2d6–4, Crit 19-20/x2)


During Combat Sentinels are capable of fighting with their sinewy tails but only fight back when desperate or cornered, otherwise they just fly out of reach.


Str 3, Dex 15, Con 10, Int 16, Wis 16, Cha 11
Base Atk +4; CMB +0; CMD 12 (cannot be tripped)
Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Fly +15, Perception +16, Stealth +6; Racial Modifiers +8 Perception
Languages telepathy 200 ft.
SQ flight


Helium Dodge (Ex)

Whenever an eye sentinel takes damage, it hisses as helium is expelled from its body, propelling it 10 feet backwards (away from the source of damage). This movement does not provoke attacks of opportunity.

Sentinel Servitude (Su)

Eye sentinels know only absolute servitude to their arcane masters. Should any mind-affecting effects against it are automatically dispelled if any information about its master or its master’s whereabouts is requested.


Environment cold hills, mountains, or underground (wizard towers)
Organization cloud 3-8 (1d6+2)
Treasure none (alchemists value sentinel eyes at 100 gp each)

Eye sentinels are watchdogs for rogue wizards, used as both spies and guards to warn rogue mages of approaching “witch/wizard hunters”. These curiosities are the result of an ogre being killed only through the use of light or color magic. In most cases the ogre becomes a blind and undead shell of its former self while its limited intellect is transferred to the detached eyeballs. Eye sentinels gain both their ability to fly and their increased size due to the introduction of helium gas, thus becoming lighter-than-air and are able to move by suddenly pulling the muscles around them (which normally help them focus) sharply enough to induce movement.

An eye sentinel’s tail is fully prehensile, allowing it to manipulate objects nearly as well as a creature with hands. They cannot audibly communicate, but may do so nonvisually (such as with a pen and paper).

Eye sentinels are about 1 foot in diameter, with a sinewy tail running an additional 2 to 3 feet, depending on the individual, with an iris that can be blue, green, brown, or gold.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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