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Frightful Hag EyeEquipment 4


RareDivinationInvestedOccultScrying
Source Pathfinder #182: Graveclaw
Price 85 gp
Weight negligible

This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism.

The hag eye produces no direct benefit for the wearer, but allows the hag who created it, or any member of her coven, can peer through the eye using the Seek action. This has no range limit, provided the hag is on the same plane.

Any damage dealt to the eye destroys it. If this happens while a hag is looking through it, the hag is Blinded for 1 hour.

A frightful hag eye is made with the eye of a creature whose gaze inflicts fear, such as some velstracs.


Activate One Action (emotion, enchantment, fear, mental, visual)

Frequency once per day

Effect You target a creature within 30 feet that must be able to see the frightful hag eye; the target must attempt a DC 19 will save. Once a creature attempts this save, it's temporarily immune for 24 hours.


Critical Success The target is unaffected.

Success The target is Frightened 1.

Failure The target is Frightened 2.

Critical Failure The target is Frightened 3 and Fleeing for 1 round.


Craft Requirements You must be a hag, and the raw materials must include the eye of a creature whose gaze causes fear.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Invested

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Occult

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.

Scrying

A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.