Eyeball Swarm
Tiny Aberration (Swarm)
Hit Dice: 30d8-30 (105 hp)
Initiative: +7
Speed: 5 ft. (1 square), Fly 40 ft. (Good)
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +22/-
Attack: Swarm (5d6) and Eye Rays +28 Ranged Touch (see below)
Full Attack: Swarm (5d6) and Eye Rays +28 Ranged Touch (see below)
Space/Reach: 10 ft./0 ft.
Special Attacks: Eye Rays, Distraction
Special Qualities: Immunities, All-Around Vision, Flight, Swarm traits, Dark Vision 60 ft., Half Damage from Slashing and Piercing
Saves: Fort +9, Ref +13, Will +19
Abilities: Str 6, Dex 16, Con 9, Int 2, Wis 10, Cha 10
Skills: Hide +18, Listen +2, Move Silently +10, Search +12, Spot +13
Feats: Ability Focus (Eye Rays), Aerial Reflexes*, Aerial Superiority*, Alertness, Fly-By Attack, Hover, Improved Initiative, Iron Will, Point Blank Shot, Weapon Focus (Eye Ray), Wingover * See races of the wild
Environment: Underground
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually Neutral Evil
Advancement: ---
Level Adjustment: ---
Eyeballs tend to travel in packs till fully grown.
Eye Rays (Su): Anything inside the swarm is automatically hit with 6 rays per round. Anything within 35 ft. of the Swarm gets 1d3 ray attacks per round directed against it. Each rays effect resembles a spell cast by a 4th Level Sorcerer and has a range of 35 ft., and requires a DC 27 Saving Throw (Save DC is Charisma Based). The 4 effects to choose from are Cause Fear (Will Save), Daze (Will Save), Ray of Frost (no save), or Mage Hand (move any unattended weight of 15 lbs or less up to 15 ft. a round).
Distraction (Ex): Any living creature vulnerable to swarm damage within The Swarm's area of effect must make a DC 24 Fortitude Save or be Nauseated 1 round. Using skills that involve patience or concentration require a DC 20 Concentration check. Casting or concentrating on spells requires a Concentration check (DC 20+spell level). Save DC is Constitution based.
Immunities: Immune to Charms and Compulsions.
All-Around Vision (Ex): The Eyeball's eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Flight (Ex): An Eyeball's body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Combat: Eyeballs are like most swarms despite being slightly more intelligent. They, you know, swarm.
Gazer Swarm
"Welcome to the Kozial zoo. Mind the children."
"WEEEEEEEEEEEEEEEEEEEEEEEEEEE!!"
Beholders, if Beholders Were Cats
"What the?"
"Mind the children's minders."
"Dammit, you kids come back here!"
There Are Many Crap Jobs Handed To The Gauths
"So...we're a documentary crew looking into the local wildlife..."
"And you'e looking for a tour?"
"WEEEEEEEEEEEEEEEEEEE!"
"Assuming the children don't run us down..."
"Ah, you'd be Jim and the Gnome."
"Harlan. I have a name."
"And here I was told Jim was the touchy one."
Gauth Mob
Medium Aberration
Hit Dice: 30d8+90 (225 HP)
Initiative: +6
Speed: 5 ft. (1 square), Flying 20 ft. (Good)
Armor Class: 19 (+2 Dex, +7 Natural), touch 12, flat-footed 17
Base Attack/Grapple: +22/-
Attack: Mob (5d6) and x Eye Rays +27 Ranged Touch
Full Attack: Mob (5d6) and x Eye Rays +27 Ranged Touch
Space/Reach: 20 ft./0 ft.
Special Attacks: Eye Rays, Stunning Gaze
Special Qualities: Dark Vision 60 ft., All-Around Vision, Flight, Mob Anatomy, Swarm traits
Saves: Fort +13, Ref +12, Will +21
Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13
Skills: Hide +24, Knowledge (Arcana) +22, Listen +26, Search +26, Spot +30, Survival +24
Feats: Ability Focus (Eye Rays), Aerial Reflexes*, Aerial Superiority*, Alertness, Fly-By Attack, Hover, Improved Initiative, Iron Will, Point Blank Shot, Weapon Focus (Eye Ray), Wingover * See races of the wild
Environment: Cold Hills
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Lawful Evil
Advancement: ---
Level Adjustment: ---
Gauths sometimes travel in packs to keep the larger Beholderkin at bay.
Eye Rays (Su): Anything inside the swarm is automatically hit with 8 rays per round. Anything within 100 ft. of the Swarm gets 1d4 ray attacks per round directed against it. Each rays effect resembles a spell cast by a 8th Level Sorcerer and has a range of 100 ft, and requires a DC 28 Saving Throw (Save DC is Charisma Based). Ray effects to choose from are: Sleep (Will Save, affects any one creature regardless of HD), Inflict Moderate Wounds (2d8+8 damage, Will Save for half), Dispel Magic (targeted dispel version, level check is 1d20+8), Scorching Ray (one ray doing 4d6 fire damage, no save), Ray of exhaustion (no Save), and Paralysis (Fort Save or be Paralyzed 2d10 minutes).
Stunning Gaze (Su): Gaze Attack 30 ft., Stun for 1 round, DC 26 Will Save Negates. Save DC is Charisma Based.
All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Mob Anatomy (Ex): Immune to critical hits, cannot be flanked, tripped, grappled, or bull rushed.
Combat: Slightly more tactical than the Eyeballs, but not by much given their preponderance of eye rays.