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|
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
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 )
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.
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.
Organization solitary, pair, or cluster (4-6)
An evil eye is about 8 feet in diameter, with its “tail” of optic nerves running an additional 3 to 9 feet, depending on the individual. These tails are fully prehensile, allowing the evil eye to manipulate objects as well as human hands do. Some are perfectly white, some yellowed, and some bloodshot. An evil eye’s iris can be of any color, from standard blues, greens and browns, to inhuman violets, golds and reds.