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.