All Out War
Size/Type: Tiny Aberration (Beholderkin)
Hit Dice: 1d8 + 1 (6 hp)
Initiative: + 7
Speed: 10 ft. (2 squares), fly 20 ft. (perfect)
Armor Class: 15 ( + 2 size, + 3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: + 0/-7
Attack: Eye ray + 5 ranged touch (Crown of eyes)
Full Attack: Eye ray + 5 ranged touch (Crown of eyes)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Crown of eyes
Special Qualities: Flight, immune to blindness, visual acuity
Saves: Fort + 0, Ref + 3, Will + 3
Abilities: Str 5, Dex 16, Con 12, Int 11, Wis 12, Cha 9
Skills: Hide + 10, Move Silently + 10, Listen + 3, Sense Motive + 2, Spot + 4*
Feats: Improved Initiative
Environment: Subterranean caverns
Challenge Rating: 1/2
Alignment: Neutral Evil
A fleshy orb floats towards you, a tongue sliding in and out of a mouth filled with rows of tiny, needle-like teeth. Its body is punctuated by a single bulbous eye, the iris of which constantly flits in and out of view as though the creature is looking outside the back of its own head.
Eyeballs are the smallest and weakest of all beholderkin, serving as minions and familiars to powerful spellcasters or their stronger brethren. They haven’t yet developed the eyestalks of other beholders, denying them many of the feared ocular powers known to beholderkin. They are still a force to be reckoned with for the common man, using their lone central eye in the way other beholderkin use their eyestalks.
Eyeball beholderkin use their eye ray as their first and last resort in combat. Small as they are, they can prove a difficult opponent by moving around a battlefield zapping people with their eye rays. That said, they are so individually weak that they are rarely found alone unless scouting for a larger group, in which case their killers will likely have to contend with other beholderkin before long.
Crown of Eyes (Su): An eyeball beholderkin only has access to the Inflict Wounds ability, which they use from their central eye out to a range of 110 feet as the inflict light wounds spell, dealing 1d8+1 points of damage and requiring a Will save with a DC of 11 for half. As with all beholderkin, its ocular power also carries the effect of a targeted greater dispel magic spell. The save DC for this effect is Constitution-based.
Flight (Ex): An eyeball beholderkin is naturally buoyant, able to fly with perfect maneuverability. Even if forced to fall, it never takes falling damage.
Visual Acuity (Ex): An eyeball beholderkin’s central eye can see invisible and ethereal creatures normally, and may also see naturally through limited distances of solid matter as though it were wearing a ring of X-ray vision.
9 Eyeball Beholders,