Eyewing (CR 2)

Large Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +2 (Dex); Senses: Listen +6 and Spot +10*


AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Hit Dice: 3d8+9 (22 hp)
Fort +4, Ref +3, Will +4
Speed: fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +2
Attack: 2 talons +5 melee, tail +0 melee; or tear +5 melee
Full Attack: 2 talons +5 melee, tail +0 melee; or tear +5 melee
Damage: Talon 1d6+3, tail 1d4+1
Special Attacks/Actions: Tears, stench
Abilities: Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 4
Special Qualities: Cold immunity
Feats: Flyby Attack
Skills: Hide +2, Listen +6, Move Silently +6, and Spot +10*
Advancement: 4-6 HD (Large), 7-12 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, cluster (2-4), flock (5-8), or swarm (9-20)
Treasure: None

Source: Converted

Tears (Ex): Anyone hit by an eyewing's tears must succeed at a Fortitude save (DC 14) or suffer 1d6 initial and secondary temporary Constitution damage. The tears can be released from as high as 100' above an opponent and have a splash effect as a grenadelike weapon.

Stench (Ex): An eyewing's tear fluid gives off an acrid smell that forces all creatures within 20' of the eyewing to succeed at a Fortitude save (DC 14) or suffer a -2 penalty to attack rolls and saving throws due to the burning sensation. This effect ceases 1d4+2 rounds after leaving the eyewing's presence.

Cold immunity (Ex): An eyewing is immune to all cold-based attacks.

Eyewings receive a +4 racial bonus to Spot checks.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).