Beholderkin, Eyeball
Tiny aberrant magical beast
Level 7 Minion Artillery XP 75
| HP 1; a missed attack never damages a minion. | Initiative +7 |
| AC 21, Fortitude 19, Reflex 20, Will 18 | Perception+5 |
| Speed 0, fly 4 (hover) | All-around vision, Darkvision |
Traits
All-Around Vision
Enemies can't gain combat advantage by flanking the eyeball.
Standard Actions
(➶) Eye Ray ✦ At-Will
Effect: The eyeball uses one of the following eye rays. This attack does not provoke opportunity attacks.
1. Freezing Ray (cold): Ranged 20 (one creature); +12 vs. Reflex; 7 cold damage.
2. Frightful Ray (fear): Ranged 20 (one creature); +12 vs. Will; until the end of the eyeball's next turn, the target grants combat advantage and takes a -2 penalty to attack rolls.
3. Dazing Ray: Ranged 20 (one creature); +12 vs. Fortitude; the target is dazed until the end of its next turn.
Minor Actions
➶ Mage Eye ✦ At-Will
Effect: Ranged 5 (one object weighing up to 20 pounds); the eyeball levitates the target, taking a move action to cause the target to fly up to 5 squares, or manipulates the target, taking actions as a pair of human hands might. Attacks are not possible. The effect ends at the end of the eyeball's next turn or when it uses this power again.
Sustain Minor: The effect persists until the end of the eyeball's next turn or until it uses this power again.
Str 6 (+1) Dex 19 (+7) Wis 15 (+5)
Con 16 (+6) Int 3 (-1) Cha 12 (+4)
Alignment Evil Languages -
Published in Dragon Magazine 418.