So without further ado I present the Eyehot!
Eyehot (aka Eyes of Searing aka flying eyes of hot burning death)
These freakish mutant beasts are thankfully rare and are usually found only in the most remote wasteland areas, they most often lair in old ruins. They appear to be very large flying eyes wreathed in a flame-like aura. What they are exactly is not quite clear, some sages speculate that Eyehots are related to Insectoid Eyes, the Eyehots may in fact be a sub-species of Insectoid Eye, both are flying eye-beasts with a form of eye-based energy attack, although Insectoid Eyes seem to be more vindictive and more intelligent than Eyehots. Others claim they are some form of guardian beasts of the ancients that has run amok, their "gentler" treatment of Pure Strain Humans, almost supports this theory.
Eyehots are always airborne, either flying about near their lairs (burning stuff) or hovering in place within their lair. There are no reports of them ever being encountered on the ground, and they don't seem to have any means of locomotion other than their psionic flight ability. Anyone that crosses into their territory is attacked, Pure Strain Humans are given a warning "shove" with their telekinetic powers first, if the humans remain in the area, the Eyehots then attack to kill. Mutants, especially those with mental mutations are attacked with a vengeance showing no remorse or mercy using the full power of their mutant heat ray. If an intruder can manage to flee the Eyehot's domain they will not pursue the intruder beyond this boundary. It is usually easy to tell the boundary line of an Eyehot's territory, they tend to burn everything to the ground within this area.
Telepaths that have tried to communicate with Eyehots and managed to get through their Mental Barrier (and not get burned to death), have only encountered minds of gibberish and random nonsensical thoughts, apparently the thought processes of Eyehots are too alien for comprehension.
Mutant Future Stats:
No. Enc.: 1 (1d4)
Movement: Fly 120'(40')
Armor Class: 4
Hit Dice: 6
Damage: Heat Ray (4d6 damage, 50' range) also note anyone in direct physical contact with their burning aura must make a save vs. Energy Attack or suffer 2d6 points of heat damage per round of contact, this aura ceases one round after the Eyehot dies.
Hoard Class: None (possibly some treasure within their lair, but they don't deliberately collect treasure).
Mutations: Energy Ray (Heat, 4d6 damage 50' range), Increased Vision, Sensory Deficiency (Deaf), Psionic Flight, Force Screen, Neural Telekinesis, Mental Barrier
Encounter Critical description and stats:
Eyes of Searon
Numbers : 1-4 % in Lair : 98% Size : 3' sphere Move : 12" flying # ATT : 1 ATT: 50% Damage : 2-20 Hit Points : 5-50 Save : 40% Edible: 17% Lurk : 32% $ Value : 120 Special : Heat Ray, Detect Psi Powers, Telekinesis
Description: They appear to be very large flying eyes wreathed in a flame-like aura. What they are exactly is not quite clear; many scholars in God City have debated for some time about their true nature. Legends say that the first Eyes of Searon were created/conjured by Searon, a Pyromaniac Warlock that had a particular hatred for Psi-Witches. Legends also say that he decided he needed to rid Vanth of all Psi-Witches so mounted on the dragon Smug and with a horde of orcs, goblins and a swarm of his "eyes" he attempted to do just that. Psi-Witches still exist, Eyes of Searon, though rare, still exist, the warlock no longer exists…What happened? Well according to Hobling folklore, the Hobling Hero (criminal) J.R. Trollkin realizing Searon's lair was probably unguarded broke into it seeking plunder. While deep inside Searon's Lair he was trying to steal and accidentally broke the arcane device that allowed Searon to control the dragon Smug, the dragon immediately regained its wits and promptly turned around and ate Searon. Searon's horde quickly dispersed.
Habitat: Any remote wilderness area, regions with ruins are preferred. Tend to inhabit dryer areas; little to no vegetation will be found in the immediate area surrounding their lairs. If an intruder can manage to flee the Eye's domain they will not pursue the intruder beyond this boundary. It is usually easy to tell the boundary line of an Eye of Searon's territory, they tend to burn everything to the ground within what they consider to be their domain.
Special Attack: Eyes of Searon have two attack options their primary attack for is a nasty Heat Ray that does 2-20 points of damage. This is their preferred mode of attack against Psi-Witches (Burn the Witch!). There second (and seldom used) attack form is a Telekinetic Repelling Push (damage 1-6), they may use this on human intruders as a form of warning, to try and "push" them out of their domains but if the humans don't leave (within a round or so) they will quickly resort to their heat ray attack.
Special Defenses: Anyone in direct physical contact with their burning aura must make a save or suffer 2-12 points of heat damage per round of contact; this aura ceases one round after the Eye of Searon dies. Eyes of Searon have amazing vision and able to see for three miles, they can also see unusual radiations and auras and can detect mental mutations within a 90' range. It is quite difficult to catch an Eye of Searon by surprise.