Floating Eye (CR 1/2)
XP 200
NE Small Aberration
Init +6; Senses Darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural)
hp 9 [13] (1d8+5)
Fort +2, Ref +2, Will +2
Immune Blind status effects
OFFENSE
Speed 15 ft.; Fly 30 ft. (perfect)
Melee Bite +0 (1d4-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Critical Attack, Umbral Gaze
STATISTICS
Str 8, Dex 14, Con 14, Int 6, Wis 10, Cha 8
Base Atk +0; CMB -2; CMD 10
Feats Improved Initiative, Toughness*
*Bonus Feat
Skills Fly +12, Intimidate +3, Perception +4
Language Infernal, Abyssal
SPECIAL ABILITIES
Critical Attack (Ex)
Once per day as a standard action, the floating eye can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d4-1 x 1.5 for total damage.
Umbral Gaze (Su)
1/day, A floating eye can unleash a blast of electricity against a single target within 30 feet. The floating eye must make a range touch attack (+3), if it hits, the attack deals 1d6+2 points of lightning damage and must make a Fortitude save (DC 12) or be inflicted with the Blind status for 1d4 rounds. The save DC is Constitution-based. Blue mages may learn this ability as a 1st level spell (Knowledge: Dungeoneering DC 17).