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A blue blob-like enemy with many red eyes all over its body with the ability to instantly kill someone randomly even themselves.

Hecteyes (CR 13)

XP 25,600
N Medium Ooze
Init +8; Senses All-around vision, Darkvision 60 ft.; Perception +22

DEFENSE

AC 30, touch 14, flat-footed 26 (+4 dex, +16 natural)
hp 178 [226] (17d8+90)
Fort +12, Ref +11, Will +11
Immune Confuse, Berserk, Ooze traits
Resist Physical 50%

OFFENSE

Speed 20 ft.
Melee Slam +17 (1d8+7)
Ranged Eye Ray +17 ranged touch (1d8 elemental damage)
Space 5 ft.; Reach 5 ft.
Special Attacks HP Absorb, MP Absorb, Roulette

STATISTICS

Str 20, Dex 18, Con 20, Int 4, Wis 18, Cha 10
Base Atk +12; CMB +17; CMD 31
Feats Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (ray)
Skills Perception +22, Survival +18; Racial Modifier +4 Perception

SPECIAL ABILITIES

All-around Vision (Ex)

Hecteyes are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they cannot be flanked.

Blind Vulnerability (Ex)

If a hecteyes is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into effect. The hecteyes can choose to use another eye instead of the blinded one. However, if someone were to cast blindga this would affect up to 5 of its eyes if it fails its save. A hecteyes have usually around 100 eyes.

Eye Rays (Su)

A hecteyes can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a range of 150 feet. A single eye ray can be used a standard action. The hecteyes can use up to all its eye rays as a full round action. Neither option provokes an attack of opportunity. All eye rays can be used at will also each eye ray does a selective type of elemental damage besides non-elemental damage type.

HP Absorb (Su)

A hecteyes can fire a pulsating green beam at a single target that drains HPs and heals itself. The attack deals 5d6 points of non-elemental damage (Fortitude save DC 22 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Dungeoneering DC 25).

MP Absorb (Su)

A hecteyes can fire a pulsating green beam at a single target that drains MPs and heals itself. The attack deals 5d6 points of MP damage (Fortitude save DC 22 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Dungeoneering DC 25).

Roulette (Su)

1/day, Hecteyes summons a hand of death that cycles through your allies, yourself, and your foes alike. Choose a creature within 60 feet at random, that creature dies. This spell cannot be reflected back at the caster. Everyone’s numbers must be decided before you make the roll. Roll a die based on the size of the group within the radius and if it happens on fall upon their number, that target dies. If the number happens to be in between two picked numbers, flip a coin to determines who dies. Blue mages may learn this ability as a 9th level spell (Knowledge: Dungeoneering DC 33).