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Evil Eye

An enormous floating eye, apparently ripped raw from the skull of some giant beast, hovers in the air before you. Lengths of optic nerve writhe and thrash behind it like tails, fading away after several feet into thin wisps of white mist. That same white mist is visible in the eye’s dark pupil, as though through a window to some distant world.

Evil Eye
CR 12
XP 19,200
LE Large aberration

Init
+6; Senses all-around vision, darkvision 60 ft., mystic sight; Perception +21

 DEFENSE

AC 26, touch 20, flat-footed 23 (+2 Dex, +6 deflection, +1 dodge, +8 natural, -1 size)
hp
82 (11d8+33)
Fort
+6, Ref +7, Will +10 
DR 5/-; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5; SR 24

 OFFENSE

Speed 5 ft., fly 30 ft. (good)
Melee
2 lashes + (1d6)
Space 10 ft.; Reach 5 ft.
Special Attacks
gaze attacks

Tactics Evil eyes have no concern for any living being other than themselves (and sometimes other evil eyes). They are capable of fighting with their optic nerve “tails,” but prefer to remain at a distance and make use of their gaze attacks. Unless an evil eye believes itself outmatched, or believes it can bargain with or intimidate potential foes, it attacks without provocation. This is partly due to their obsession with acquiring magic, but also because they enjoy the kill.

 STATISTICS

Str 8, Dex 14, Con 16, Int 14, Wis 16, Cha 15
Base Atk +7; CMB +7; CMD 19 (cannot be tripped)
Feats Alertness, Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Weapon FinesseB

Skills
Fly +20, Knowledge (arcana) +16, Perception +21, Stealth +16, Spellcraft +18, Survival +17; Racial Modifiers +4 Perception, +4 Spellcraft
Languages
telepathy 100 ft.

SQ flight

 SPECIAL ABILITIES

All-Around Vision (Ex)

As the creature is very literally a giant eye, it can see in almost all directions at once, and need merely shift its attention to view what few blind spots exist. It cannot be flanked.

Mystic Sight (Su)

The evil eye sees magical emanations naturally. It is constantly treated as though under the effects of detect magic. Furthermore, it is treated as though it had spent three full rounds examining anything it sees, for purposes of recognizing the strength of auras, the school of magic, and the like. Additionally, the evil eye is also treated as though under a constant see invisibility effect.

Flight (Ex)

Although the evil eye’s ability to fly is mystical, it is an innate part of the creature. It cannot be dispelled, and does not cease even in antimagic fields and similar effects.

Gaze Attacks (Su)

The evil eye possesses a vast repertoire of gaze attacks. Except as noted here, these follow the standard rules for gaze attacks, including methods for avoiding them, and the creature’s ability to deliberately focus on target (perhaps forcing it to make two separate saves).

The evil eye can have only a single gaze attack active in a given round; switching gaze attacks is a swift action. The evil eye cannot maintain any specific gaze attack for more than one round, and must wait 1d4 rounds before activating that particular gaze attack again. Thus, even in a short battle, foes are likely to suffer the effects of multiple types of gaze attacks.

The evil eye’s gaze attacks have a range of 150 feet (assuming line of sight). At any range up to 50 feet, the save DC against these gaze attacks is 17; beyond 50 feet, it drops to 15. The save DCs are Charisma-based, and the spell effects function as if cast by an 13th-level caster. The gaze attacks include:

Charm: Subjects must succeed on a Will save or be affected as though by charm monster.

Confuse: Subjects must succeed on a Will save or be affected as though by confusion.

Death: Subjects must succeed on a Will save or be affected as though by inflict critical wounds (4d8+13 damage). Subjects who successfully save suffer half damage.

Enervate: Subjects must succeed on a Fortitude save or be affected as though by enervation.

Immolate: Subjects must succeed on a Fortitude save or be affected as though by flame strike (13d6 damage). Subjects who successfully save suffer half damage.

Paralyze: Subjects must succeed on a Will save or be affected as though by hold monster.

Petrify: Subjects must succeed on a Fortitude save or be affected as though by flesh to stone.

Sleep: Subjects must succeed on a Will save or be affected as though by deep slumber.