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Aberration eyeball

Eyeballs are close cousins to beholders. Like their cousins, they are capable of casting magic using their eyestalks. Eyeballs are usually adopted as familiars by spellcasters of evil alignment.

StatisticsEdit

Race: aberration
Alignment: neutral evil
Armor class: 18 to 25
Hit points: 9 to 177
Attack bonus: -2 to +30/+25/+20
Damage:
at level 1: 1d3 − 2 slashing damage
at level 40: 1d8 − 2 / 1d10 − 2 slashing damage (creature weapons)

Hit dice (level): 1 to 40
Challenge rating: 2 to 35

Saves
  fortitude 0 to 18
reflex 3 to 21
will 2 to 22

Size: medium

Abilities
  strength 6 to 8
dexterity 16 to 20
constitution 9 to 10
intelligence 6
wisdom 10
charisma 12 to 15

Trained skills:(‡) hide (exceptionally high at low levels), listen (low until level 16), search, spot
Feats: alertness, mobility, weapon proficiency (creature), weapon finesse (at level 3), dodge (at level 6), great fortitude (at level 11), expertise (at level 14), combat casting (at level 18), disarm (at level 29), darkvision (at level 30)

Blueprint:(‡) x2_fm_eye001 to x2_fm_eye040

Special abilitiesEdit

Eyeball familiars have a number of special defenses, depending on their masters' level. These defenses include special immunities, as well as damage reduction and spell resistance. In addition, the eyeball's bite damage improves (as a creature weapon) as the master level increases.

master level damage reduction spell resistance immunity (cumulative)
1   10 charm monster,
mass charm
5   12 mind-affecting spells
10   14 knockdown
15   16 paralysis
20 5/+1 18  
25 5/+1 20  
30 10/+2 22  
35 15/+3 24  
40 25/+4 26  
master level base bite damage
1 d3
9 d4
14 d6
18 d6/d8
31 d8/d8
40 d8/d10

Spells and spell-like abilitiesEdit

Eyeball familiars have a number of special attacks, depending on their masters' level. Their spell-like attacks are flame ray, frost ray, inflict wounds ray, cold bolt, daze bolt, knockdown bolt, slow bolt, and fear gaze. They also have limited spell-casting ability, with an effective caster level of 13 until master level 25, at which point the effective caster level becomes 15. The spells eyeball familiars can cast are mage armor, color spray, and flame lash.

master
level
flame
ray
frost
ray
inflict
wounds
ray
slow
bolt
knock-
down
bolt
daze
bolt
cold
bolt
color
spray
flame
lash
mage
armor
fear
gaze
1 6x/day
2 12x/day
3 18x/day
4-5 24x/day
6 24x/day 2x/day
7 24x/day 6x/day
8 24x/day 8x/day
9 24x/day 12x/day
10 24x/day 18x/day
11 24x/day 24x/day
12 2x/day 24x/day 24x/day
13 4x/day 24x/day 24x/day
14 8x/day 24x/day 24x/day
15 12x/day 24x/day 24x/day
16 12x/day 24x/day 24x/day 1x/day
17 24x/day 24x/day 24x/day 1x/day
18 24x/day 24x/day 24x/day 1x/day 1x/day
19 24x/day 24x/day 24x/day 2x/day 1x/day
20 48x/day 48x/day 48x/day 4x/day 2x/day
21-24 24x/day 24x/day 24x/day 1x/day 1x/day 2x/day
25 24x/day 24x/day 24x/day 2x/day 2x/day 1x/day 4x/day
26-27 24x/day 24x/day 24x/day 1x/day 1x/day 1x/day 1x/day
28-31 24x/day 24x/day 24x/day 1x/day 1x/day 1x/day 1x/day 1x/day
32-35 24x/day 24x/day 24x/day 1x/day 1x/day 1x/day 1x/day 1x/day 1x/day
36-38 24x/day 24x/day 24x/day 1x/day 1x/day 1x/day 1x/day 1x/day 1x/day 1x/day
39-40 24x/day 24x/day 24x/day 1x/day 1x/day 1x/day 1x/day 1x/day 1x/day 1x/day 1x/day

Entries in italics indicate abilities that have fewer uses per day at later levels.

Players possessing an eyeball familiar at higher levels may find that some of these special abilities do not appear in the radial menu. This is due to a bug in the graphical interface; the familiar is capable of using all its abilities while under the computer's control.

NotesEdit

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