Speed: 5 feet, fly 40 feet (good)
Armor Class: 18 (+3 Dexterity, +4 size, +1 natural)
Attack: Eye ray +7 ranged touch (see below)
Full Attack: Eye ray +7 ranged touch (see below) or bite -3 melee (1d3-2, bludgeoning, piercing, and slashing, 20 x2)Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: Eye rays
Special Qualities: Darkvision 60 feet, immunities, all-around vision, flight
Saves: Fortitude -1, Reflex +3, Will +2
Abilities: Str 6, Int 2, Wis 10, Dex 16, Con 9, Cha 10
Skills: Hide +15, Search +6, Spot +6
Feats: Skill Augmentation (Listen and Spot)
Organization: Solitary, pair, or pack (4)
Challenge Rating: ½
Alignment: Usually neutral evil
Advancement: 2 - 3 Hit Dice (Tiny)
Hunting in the wild, eyeballs relay upon their ray of frost. Wild eyeballs tend not to pick fights with creatures that are much bigger than they are unless the eyeballs are operating as a pack, in which case some will attempt to daze the target while others frost-burn it. Like normal animals, wild eyeballs will flee situations they feel they cannot win.
- Cause Fear: As the spell, with a range of 35 feet. The Will save DC is 10.
- Daze: As the spell, with a range of 35 feet. The Will save DC is 10.
- Mage Hand: As the spell cast by a 4th-level sorcerer, except that the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet per round. The ray has a range of 35 feet.
- Ray of Frost: As the spell, with a range of 35 feet.
Eyeballs as Familiars
Eyeballs can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of neutral evil, take the Improved Familiar feat, and be at least a 5th-level caster. One of the primary advantages of having an eyeball as a familiar is that the spellcaster can convert one of its eyes permanently into a spellray eye.
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