Evil Eye (CR 4)
XP 1,200
NE Medium Aberration
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 45 [66] (6d8+18)
Fort +5, Ref +5, Will +5
Immune Blind and Sleep status effects
OFFENSE
Speed 20 ft.; Fly 30 ft. (good)
Melee Bite +5 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Confusing Gaze, Critical Attack, Curse Gaze, Umbral Gaze
STATISTICS
Str 12, Dex 17, Con 16, Int 8, Wis 10, Cha 14
Base Atk +4; CMB +5; CMD 19
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly +16, Intimidate +14, Perception +12
Language Infernal, Abyssal
SPECIAL ABILITIES
Confusing Gaze (Su)
1/day, An evil eye can unleash a mind-affecting gaze against a single target within 30 feet. The target must be looking towards the evil eye for the effect to even work also must make a Will save (DC 15) or be inflicted with Confuse status for 1d2 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Dungeoneering DC 23).
Critical Attack (Ex)
Once every 1d3 rounds as a standard action, the evil eye can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6+1 x 1.5 for total damage.
Curse Gaze (Su)
2/day, once every 1d3+1 rounds, an evil eye gazes a dark eerie look into the eyes of their opponent within 60 feet. The target must make a Will save (DC 15) or be inflicted with the Curse status effect for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Dungeoneering DC 21).
Umbral Gaze (Su)
An evil eye can unleash a blast of electricity against a single target within 30 feet. The evil eye must make a range touch attack (+7), if it hits, the attack deals 1d6+2 points of lightning damage and must make a Fortitude save (DC 16) 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.