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It floats before you, a large, bulbous body with a central, unblinking eye, and a large maw filled with dagger-like teeth. Smaller eyes, attached to wriggling stalks, sprout from the top of the orb-like body.

Gazer (CR 18)

XP 153,600
LE Large Aberration
Init +8; Senses Darkvision 60 ft.; Perception +30

DEFENSE

AC 32, touch 13; flat-footed 28 (+4 dex, +19 natural, -1 size)
hp 173 (18d8+92)
Fort +12, Ref +12, Will +14
DR 10/-; SR 28

OFFENSE

Speed Fly 20 ft. (Good)
Melee Bite +12 (2d6)
Space 10 ft.; Reach 5 ft.
Special Attacks Eye Rays (+18 Ranged Touch), Stop Gaze

STATISTICS

Str 10, Dex 18, Con 18, Int 22, Wis 17, Cha 22
Base Atk +13; CMB +14; CMD 28
Feats Alertness, Flyby Attack, Improved Initiative, Great Fortitude, Lightning Reflexes, Magical Aptitude, Point-Blank Shot, Skill Focus (Perception), Weapon Focus (Rays)
Skills Fly +27, Knowledge (arcana) +27, Intimidate +27, Perception +30, Spellcraft +29, Stealth +21, Use Magic Device +26; Racial Modifier +2 Perception
Languages Common, Undercommon and 5 others
SQ Flight

SPECIAL ABILITIES

Flight (Ex)

Gazers are naturally buoyant which allows them to fly at a speed of 20 feet, as well as a permanent choco feather effect with personal range.

Eye Rays (Su)

The gazer can produce a ray from each of its 10 small eyes once per round as a free action. During a round, it may only aim 3 eye rays in any given 90 degree arc (forward, back, left, right, up, down). The rays (CL 18, save DC 25, duration of 1 minute, saves are Charisma-based) each have different effects:
Charm: The target must succeed on a Will save or be affected as though by the spell.

Confusion: The target must succeed on a Will save or be affected as though by the spell.

Disable: The target must succeed on a Fortitude save or be affected as though by the spell.

Elemental: The gazer can use any of the following spells: Stone III, Thunder III, Fire III, Water III, Blizzard III, or Aero III. The target must succeed on a saving throw according to the spell.

Enervation: The target must succeed on a Fortitude save or be affected as though by the spell.

Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell.

Immobilize: The target must succeed on a Fortitude save or be affected as though by the spell.

Statue: The target must succeed on a Fortitude save or be affected as though by the spell.

Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).

Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect.

Stop Gaze (Su)

A gazer’s central eye can produce a 150-foot cone of Stop status effect as a standard action. All creatures within the area of effect must make a Will save (DC 25) or be inflicted with the Stop status for 1 minute. Blue mages may learn this ability as a 9th level spell (Knowledge: Dungeoneering DC 33).