Beholderkin, Eyeball (CR 1/2)

Diminutive Aberration
Alignment: Usually neutral evil
Initiative: +3 (Dex); Senses: all-around vision, darkvision 60 ft., and Spot +6


AC: 18 (+4 size, +3 Dex, +1 natural), touch 17, flat-footed 15
Hit Dice: 1d8-1 (3 hp)
Fort -1, Ref +3, Will +2
Speed: 5 ft., fly 40 ft. (good)
Space: 1 ft./0 ft.
Base Attack +0; Grapple -14
Attack: Eye ray +7 ranged touch, bite -3 melee
Full Attack: Eye ray +7 ranged touch, bite -3 melee
Damage: Bite 1d3-2
Special Attacks/Actions: Eye rays
Abilities: Str 6, Dex 16, Con 9, Int 2, Wis 10, Cha 10
Special Qualities: Immunities, flight
Feats: Alertness
Skills: Hide +19, Search +4, and Spot +6
Advancement: 2-3 HD (Tiny)
Climate/Terrain: Underground
Organization: Solitary, pod (2), or pack (4)
Treasure: None

Source: Forgotten Realms Campaign Setting

Combat

Hunting in the wild, eyeballs rely on their ray of frost. Wild eyeballs tend not to pick fights with creatures that are much bigger than they unless the eyeballs are operating in a pack, in which case some will attempt to daze the target while others frost-burn it. Like normal animals, wild eyeballs flee situations they feel they cannot win.

Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can use only one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze or ray of frost for 2 rounds.

Each eye's effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray (see Aiming a Spell).

Cause fear: As the spell, range 35 feet. The Will save DC is 10.

Daze: As the spell, range 35 feet. The Will save DC is 10.
Mage hand: As the spell cast by a 4th-level sorcerer, except that the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet.
Ray of frost: As the spell, range 35 feet.

Immunities (Ex): Eyeballs are immune to charm and command effects.

All-Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on Spot checks and a +8 racial bonus on Search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has acted during an encounter, its all-around vision negates any sneak attacks.

Flight (Ex): An eyeball's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 4O feet. This buoyancy also grants it a permanent feather fall effect with personal range.