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 18Perception+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.