Gibbering Orb Acolyte
Huge aberrant magical beast
Level 23 Solo Controller XP 25500

Initiative +20        Senses Perception +18; all-around vision, Darkvision
Merciless Eyes aura 5; at the start of each enemy’s turn, if that creature is within the aura and in the gibbering orb’s line of sight, the orb uses one random eye ray power against that creature.
HP 856; Bloodied 428
AC 37; Fortitude 34, Reflex 35, Will 36
Saving Throws +5
Speed fly 8 (hover)
Action Points 2

Bite (standard, at-will)

+28 vs AC; 4d6+8 damage, and the mouth detaches from the gibbering orb and makes a new bite attack against the target each round at the start of the gibbering orb’s turn. When the mouth misses, it drops off and turns into useless, dead gray flesh.

Gibbering (free, once on the gibbering orb's turn before it takes other actions, at-will) Psychic

Close burst 10; deafened creatures are immune; +25 vs Will; the target is dazed until the end of the gibbering orb’s next turn.

Eye Rays (standard, at-will) see text

The gibbering orb can use two different eye ray powers (chosen from the list below or rolled randomly). Each power must target a different creature. Using eye rays does not provoke opportunity attacks.
1—Mindcarving Ray (Psychic): Ranged 10; +27 vs. Will; 2d8 + 10 psychic damage, and the target is dazed (save ends).
2—Flesheating Ray (Necrotic): Ranged 10; +27 vs. Fortitude; 2d8 + 10 necrotic damage, and ongoing 10 necrotic damage (save ends).
3—Bonewarping Ray: Ranged 10; +27 vs. Fortitude; 2d8 + 10 damage, the target is weakened (save ends).
4—Bloodfeasting Ray: Ranged 10; +27 vs. Reflex; 2d8 + 10 damage, and ongoing 10 damage (save ends).
5—Farsending Ray (Psychic, Teleportation): Ranged 10; +27 vs. Reflex; the target is briefly transported to the Far Realm, reappearing in the same space (or the nearest unoccupied space if that space is occupied) at the end of the gibbering orb’s next turn. Upon its return, the target takes 2d8 + 10 psychic damage and takes a –5 penalty to saving throws until the end of the encounter.
6—Souleating Ray (Necrotic): Ranged 10; +27 vs. Will; the target is slowed (save ends). First Failed Saving Throw: The target is immobilized instead of slowed (save ends). Second Failed Saving Throw: The target dies

Alignment Unaligned        Languages -
Str 27 (+19)      Dex 28 (+20)      Wis 15 (+13)
Con 22 (+17)      Int 17 (+14)      Cha 31 (+21)

Published in E2 Kingdom of the Ghouls, page(s) 34.