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Evil Eye (3pp)

An enormous floating eye, apparently ripped raw from the skull of some great beast, hovers in the air before you. Lengths of optic nerve writhe and thrash behind it like tails.

Evil Eye CR 10

XP 9,600
LE Large aberration
Init +7; Senses all-around visiondarkvision 60 ft., detect magic, see invisibility; Perception +26

DEFENSE

AC 23, touch 15, flat-footed 19 (+2 deflection, +3 Dex, +1 dodge, +8 natural, -1 size)
hp 120 (16d8+48)
Fort +8, Ref +8, Will +13
Defensive Abilities deflection; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5; DR 10/-; SR 21

OFFENSE

Speed 5 ft., fly 30 ft. (good)
Melee 2 lashes +14 (1d8+1)
Space 10 ft.; Reach 5 ft.
Special Attacks gaze
Spell-Like Abilities (CL 16th; concentration )

Constant--detect magic, see invisibility

STATISTICS

Str 12, Dex 17, Con 16, Int 14, Wis 16, Cha 15
Base Atk +12; CMB +14; CMD 30 (can’t be tripped)
Feats Ability Focus (gaze), Dodge, Flyby Attack, Hover, Improved Initiative, Improved Natural Attack (lash), Weapon Finesse, Wingover
Skills Acrobatics +22, Fly +24, Knowledge (arcana) +21, Perception +26, Spellcraft +25, Stealth +18; Racial Modifiers +4 Perception, +4 Spellcraft
Languages telepathy 100 ft.

SPECIAL ABILITIES

Deflection (Su)

Due to their quasi-divine nature, evil eyes possess a deflection bonus to their AC and CMB equal to their Charisma modifier.

Gaze (Su)

Evil eyes possess eight separate gaze attacks that have a range of 50 feet with a save DC of 22. The evil eye can only use one gaze attack each round and each gaze can only be used once every four rounds. The gaze attacks mimic the following spells with a caster level of 16: charm monster, confusion, deep slumber, enervation, flame strike, flesh to stone, hold monster, inflict critical wounds.

Lore

Characters with ranks in Knowledge (dungeoneering ) can learn more about an Evil Eye. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (name)

DC Result
DC 15 Evil eyes look like giant floating eyeballs with writhing optic nerves that they can whip at opponents.
DC 20 Evil eyes can unleash a host of gaze attacks to charm, paralyze, harm or even immolate opponents.
DC 25 Evil eyes do not seem to eat anything, perhaps they are fed by the magical items they collect, but when it comes to other races they kill for sport.
DC 30 Evil eyes are best attacked with overwhelming odds, and magic used to limit their movement.


Editor's Notes

There are a few stats which appear to be error:
1. The deflection bonus is based on Charisma, so it should be +3, meaning Armor class should be AC 24, touch 16, flat 20.
2. The Will save should be Will +12.
3. Perception should be Perception +25.
4. Although the deflection ability indicates it provides a bonus to CMB, deflection bonuses typically give bonus to CMD.  Bearing this in mind, CMB/CMD should be:
CMB +11 and CMD 33 (can't be tripped) 

GM's are encouraged to use these amounts.