Altar of the Eye
Level 19 Elite TrapXP 4800
Detect automaticInitiative +15
AC 33, Fortitude 30, Reflex 30, Will —
Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage
The altar’s attacks ignore cover, concealment, and invisibility, as well as whether a creature is hidden.
Lurid Eye (charm) At-Will
Requirement: The altar must be awakened and must have no tentacles.
Attack: Ranged 20 (one creature); +22 vs. Will
Hit: The target is dominated (save ends). While dominated, the target uses its standard action to move toward the altar. When adjacent to the altar, the target touches the altar as a free action, causing the altar to sprout two tentacles.
Requirement: The altar must have tentacles.
Attack: Melee 20 (one creature); +24 vs. AC
Hit: The target is grabbed (escape DC 24). While grabbed by a tentacle, the target is weakened and takes ongoing 20 damage. If this damage reduces the target to 0 hit points or fewer, the target is pulled into the altar as a free action and annihilated. A tentacle cannot attack while grabbing a creature.
Double Attack Recharge when no target is grabbed by a tentacle
Effect: The altar uses tentacle twice.
Identify: Arcana or Dungeoneering DC 24: The stone from which the altar is hewn is not of this world.
Identify: Insight DC 17:The character experiences a terrible sense of foreboding as he or she approaches the altar.
Identify: Religion DC 24:The altar is the centerpiece of a religious ritual that requires the lighting of black candles, the beating of a drum, the ringing of chimes, and the striking of the iron triangle.
Identify: Religion DC 33:Touching the altar is the first step in calling the power of the Elder Elemental Eye, which might grant a boon—but the altar is anathema to the gods, so that touching it with a holy symbol might damage it. Doing so is likely to destroy the utilized holy symbol, reducing it to residuum.
Attack: A tentacle has the same defenses as the altar. If a tentacle takes damage, it releases any creature it is grabbing.
Blaspheme: If a character uses a minor action to touch the altar with a magic holy symbol of any deity other than Tharizdun, the altar takes 15 damage per plus of a common item, 20 damage per plus of an uncommon item, and 30 damage per plus of a rare item. A holy symbol used in this way is reduced to an amount of residuum based on the item’s rarity: 20 percent of a common item’s gp value, 50 percent of an uncommon item’s gp value, and 100 percent of a rare item’s gp value.
Published in Dungeon Magazine 200.