Giver of Eyes

Gargantuan plant (extraterrene), chaotic evil

Armor Class 20 (natural armor)
Hit Points 390 (20d20 + 180)
Speed 30 ft.

26 (+8) 11 (+0) 28 (+9) 19 (+4) 22 (+6) 21 (+5)

Saving Throws Str +15, Con +16, Wis +13, Cha +12, tactical advantage on saves against spells and magical effects.
Skills Arcana +11, Insight +13, Intimidation +12, Perception +20
Condition Immunities acid, electricity
Damage Resistances nonmagical weapons
Senses true sight 120 ft., passive Perception 30
Languages telepathy 300 ft.

Challenge 24 (62,000 XP)


  • Epic Resilience (3/Day). If a giver of eyes fails a save, it can choose to succeed instead.
  • Magic Attacks A giver of eyes’s natural weapons are treated as magical.
  • Immortality A giver of eyes is ageless and can exist indefinitely. The only way to permanently destroy a giver of eyes is to expose it to a light effect of 8th level or higher while it is at 0 hp or less in its spore form.
  • Spell-Like Abilities A giver of eyes can cast the following spells as innate abilities. Its casting ability is Charisma (DC 20, +12 to hit).


  • Multiattack. A giver of eyes makes three tentacle, flung spore, or constrict attacks, in any combination.
  • Tentacle. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 4d8+8 bludgeoning damage, and the target is grappled (escape DC 23). A grappled creature is restrained. A giver of eyes has numerous tentacles and can grapple many creatures at the same time.
  • Constriction. Melee Weapon Attack: automatic hit, one grappled target. Hit: 4d8+8 bludgeoning damage, and if the target is a living creature, it must make a Con save (DC 15) or contract plague of eyes.
  • Flung Spore. Ranged Weapon Attack: +7 to hit, range 60 ft./120 ft., one target Hit: 2d8 acid damage, and if the target is a living creature, it must make a Con save (DC 15) or contract plague of eyes.
  • Spore Form As an action (or automatically when reduced to 0 hp) a giver of eyes discorporates into a gargantuan cloud of orange spores. In this form it cannot attack, cannot be grappled or restrained, and has a fly speed of 60 ft. It is vulnerable to radiant damage and spells or effects that create light, taking 1d6 radiant damage per spell level from exposure. A giver of eyes can survive in space and travel at great speeds in this form, but it cannot resume its normal form until it lands on a planet (falling as a foul orange rain) and grows a new body from local resources, a process that requires 2d20 months.


A giver of eyes can use 3 special reactions each round from the options below. Special reactions are used at the end of another creature’s turn, and only one special reaction can be used at a time. A giver of eyes regains expended special reactions at the end of its turn.

  • Tentacle Lash A giver of eyes makes one tentacle attack.
  • Plague Command A giver of eyes targets one creature infected by plague of eyes within 120 feet. That creature must make a Wis save (DC 20) or be dominated by a giver of eyes for 1 hour, as per dominate monster. A giver of eyes need not concentrate to maintain this effect on an infected creature.
  • Quick Cast (costs 2 Actions). A giver of eyes uses a spell-like ability.


Treelike in shape, this horrible creature stands fifty feet tall. It moves slowly on thick, powerful tentacles sprouting from the base of its trunk like rubbery roots, while its upper portion consists of hundreds of thin, whipping tendrils around a deformed braincase. Dark, globular eyes hang like evil fruit from its upper tendrils.

For untold eons beings known as givers of eyes have roamed the multiverse. While its terrestrial form is a gigantic, rubbery horror of lashing tentacles and gore-dark eyes, this is only one aspect of its existence. A giver of eyes is actually a disease, a cloud of spores that drifts from world to world, and its massive physical form is a body it builds for itself when it infects a new world. Countless thousands of years ago, it rooted itself in a remote valley and began to poison and infect everything around it.

A giver of eyes’ most peculiar and horrible power is the ability to infect terrestrial life with its own eyelike spores.

These dark globules are the size of apples, and are filled with acidic fluid. On contact with flesh, the globules meld themselves into their host, rapidly infecting him or her. These eye-spores establish a horrible rapport between a giver of eyes and its victims, allowing the star-spore to control their actions and see through their eyes-or more properly, its eyes, which are now growing in its victims’ bodies and sprouting like crimson boils in their skin.

In combat, a giver of eyes simply crushes and batters all but the most powerful foes with its overwhelming size and strength. It flings eye-spores from its hundreds of writhing tendrils at any uninfected creature within range, or simply implants spores in any target momentarily grabbed and immobilized by its large tentacles. A giver of eyes also commands powerful abilities of telekinesis and spatial manipulation. While a giver of eyes is a formidable opponent for mere humans, it is actually somewhat cowardly.

In the face of a serious challenge, it would most likely discorporate into a spore cloud and flee into the depths of space, seeking a more suitable world for conquest.

Plague of Eyes

Living creatures that come into contact with a giver of eyes’s spores may contract a unique disease called plague of eyes. Large, dark boils form all over the victim’s body, and over the course of a few hours become ruby-red alien eyeballs embedded in the flesh.

The victim suffers disadvantage on Wisdom saves until the disease is cured. Each day, the target must make a new Con save (DC 15) or advance one stage on the following progression. Plague of eyes can only be cured by a heal spell or similarly powerful restorative magic.

  • Stage 1 (initial infection): The victim begins each encounter incapacitated. At the beginning of each of its turns, it can attempt a Con save (DC 15) to end the effect.
  • Stage 2: As above. The victim gains darkvision and tactical advantage on Wisdom/Perception checks involving sight. The victim becomes mindlessly ferocious, gaining tactical advantage on melee attacks, but attack rolls against the victim also have tactical advantage.
  • Stage 3: As stage 1 and 2. In addition, the victim cannot be charmed (except by a giver of eyes) or frightened, and has tactical disadvantage on all Intelligence, Wisdom, and Charisma checks.
  • Stage 4: Humanoid victims become plague nomads (see below). Nonhumanoids are permanently affected by Stage 3.
Section 15: Copyright Notice

Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert

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