Blood Eye (CR 2)
XP 600
NE Small Aberration
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 17, touch 15, flat-footed 13 (+1 size, +3 Dex, +1 dodge, +2 natural)
hp 19 [30] (3d8+6)
Fort +3, Ref +4, Will +3
Immune Blind and Sleep status effects
OFFENSE
Speed 15 ft.; Fly 30 ft. (perfect)
Melee Bite +3 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Critical Attack, Umbral Gaze
STATISTICS
Str 10, Dex 16, Con 14, Int 6, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 15
Feats Dodge, Improved Initiative
Skills Fly +13, Intimidate +6, Perception +6
Language Infernal, Abyssal
SPECIAL ABILITIES
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the blood eye can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d4 x 1.5 for total damage.
Umbral Gaze (Su)
A blood eye can unleash a blast of electricity against a single target within 30 feet. The blood eye must make a range touch attack (+6), if it hits, the attack deals 1d6+2 points of lightning damage and must make a Fortitude save (DC 13) or be inflicted with the Blind status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Dungeoneering DC 17). The save is constitution-based.
Description
A giant red eye with two enormous wings and two tiny legs. It has the ability to blind or confuse its prey and is quite good at being a pest in battle.