

Sleep: Subjects must succeed on a Will save or be affected as though by deep slumber.Petrify: Subjects must succeed on a Fortitude save or be affected as though by flesh to stone.Paralyze: Subjects must succeed on a Will save or be affected as though by hold monster.Subjects who successfully save suffer half damage. Immolate: Subjects must succeed on a Fortitude save or be affected as though by flame strike (13d6 damage).Enervate: Subjects must succeed on a Fortitude save or be affected as though by enervation.Death: Subjects must succeed on a Will save or be affected as though by inflict critical wounds (4d8+13 damage).Confuse: Subjects must succeed on a Will save or be affected as though by confusion.Charm: Subjects must succeed on a Will save or be affected as though by charm monster.The save DCs are Charisma-based, and the spell effects function as if cast by an 13th-level caster. At any range up to 50 feet, the save DC against these gaze attacks is 17 beyond 50 feet, it drops to 15. The evil eye’s gaze attacks have a range of 150 feet (assuming line of sight). Thus, even in a short battle, foes are likely to suffer the effects of multiple types of gaze attacks. 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. The evil eye can have only a single gaze attack active in a given round switching gaze attacks is a swift action. 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 possesses a vast repertoire of gaze attacks. It cannot be dispelled, and does not cease even in antimagic fields and similar effects. Additionally, the evil eye is also treated as though under a constant see invisibility affect.Īlthough the evil eye’s ability to fly is mystical, it is an innate part of the creature.
PATHFINDER BEHOLDER CONVERSION FULL
Furthermore, it is treated as though it had spend three full rounds examining anything it sees, for purposes of recognizing the strength of auras, the school of magic, and the like. It is constantly treated as though under the effects of detect magic. The evil eye sees magical emanations naturally. Skills Fly +20, Knowledge (arcana) +16, Perception +21, Stealth +16, Spellcraft +18, Survival +17 Racial Modifiers +4 Perception, +4 SpellcraftĪs 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. Str 8, Dex 14, Con 16, Int 14, Wis 16, Cha 15īase Atk +7 CMB +7 CMD 19 (cannot be tripped) Feats Alertness, Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Weapon FinesseB This is partly due to their obsession with acquiring magic, but also because they enjoy the kill. Unless an evil eye believes itself overmatched, or believes it can bargain with or intimidate potential foes, it attacks without provocation. They are capable of fighting with their optic nerve “tails,” but prefer to remain at a distance and make use of their gaze attacks. Tactics Evil eyes have no concern for any living being other than themselves (and sometimes other evil eyes).

Init +6 Senses all-around vision, darkvision 60 ft., mystic sight Perception +21ĪC 26, touch 20, flat-footed 23 (+2 Dex, +6 deflection, +1 dodge, +8 natural, -1 size)įort +6, Ref +7, Will +10 DR 5/- Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 SR 24 I converted it to Pathfinder a while back, ended up with this: Somewhat related: There's a creature called The Evil Eye, meant to fill the beholder niche in the OGL.
