Ocularon (CR 12)
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: all-around vision, blindsight 80 ft., darkvision 60 ft., Listen +17, and Spot +17
Languages: Common and Undercommon
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Hit Dice: 12d8+36 (90 hp); DR: 10/magic
Fort +7, Ref +8, Will +10
Speed: 10 ft., fly 90 ft. (perfect)
Space: 10 ft./5 ft.
Base Attack +9; Grapple +17
Attack: Tendril +13 melee
Full Attack: 4 tendrils +13 melee, animate eyeballs +11 ranged touch
Damage: Tendril 2d6+4, animate eyeball 3d6 plus poison
Special Attacks/Actions: Animate eyeballs, death throes, improved grab, poison, spell-like abilities, steal eyes
Abilities: Str 18, Dex 15, Con 17, Int 19, Wis 14, Cha 16
Special Qualities: Acid immunity, poison immunity, regeneration 4
Feats: Combat Reflexes; Deflect Arrows; Lightning Reflexes; Weapon Focus (exploding arcane eye); Weapon Focus (tendril)
Skills: Hide +13, Listen +17, Move Silently +17, Search +19, Spot +17, and Survival +2 (+4 following tracks)
Advancement: 13-16 HD (Large); 17-36 HD (Huge)
Climate/Terrain: Any temperate, warm, hill, marsh, or underground
Organization: Solitary or pair
An ocularon usually begins an encounter at a great distance by sending animated eyeballs at its opponents. The eyes race toward the creature's foes and attempt to strike them, releasing a cloud of the foul gas carried within the ocularon. If it begins to run low on eyes, it steals more from its prey, grabbing opponents and ripping their eyes out with its barbed tendrils.
Animate Eyeballs (Su): An ocularon can control up to six captured eyeballs at one time, as if they were levitating eyes like those created by a prying eyes spell. These eyes are filled with the ocularon's toxic gas while skewered on the creature's barbed tendrils, and the ocularon can also use them as weapons. It can make a ranged touch attack against any opponent within 80 feet. Success indicates the eye impacts on the victim and explodes. Such characters take 3d6 points of damage and are exposed to the ocularon's poison (see below).
Death Throes (Ex): When killed, an ocularon explodes in a cloud of toxic gas that deals 3d6 points of damage to everything within 20 feet and exposes those victims to its poison (see below).
Improved Grab (Ex): If an ocularon hits an opponent that is at least one size category smaller than itself with a tendril attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +17). If it gets a hold, it can attempt to remove the opponent's eyes on the following round. Thereafter, the ocularon has the option to conduct the grapple normally, or simply use its tendril to hold the opponent (-20 penalty on grapple check, but the ocularon is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage.
Poison (Ex): An ocularon delivers its poison (Fort DC 19 negates) on each successful attack with an arcane eye or in ts death throes initial and secondary damage are the same (1d4 Str plus 1d4 Con).
Spell-like Abilities: At will - arcane eye*; 3/day - darkness, invisibility, pass wall, true seeing*. Caster level 12th; save DC 13 + spell level.
*The ocularon can only use its arcane eye and true seeing spell-like abilities if it has eyes on its tendrils available to be used as arcane eyes.
Steal Eyes (Ex): Once an opponent has been grappled for 1 round, an ocularon can attempt to forcibly remove its yes. It must make an opposed grapple check to do so. If it is successful, the victim must make a Fortitude save (DC 20) or be permanently blinded, its eyeballs removed from its sockets. The eyeballs are now impaled on the ocularon's barbed tendrils and will fill with gas in 3 rounds, ready to be used as weapons.
All-Around Vision (Ex): An ocularon can see in all directions at once. Because of this, it has a +4 racial bonus n Search and Spot checks, and it cannot be flanked. An ocularon only benefits from this ability when it has eyes attached to its tendrils.
Blindsight (Ex): An ocularon is effectively blind, but it maneuvers and fights as well as a sighted creature by using ts other senses (mostly hearing and scent, but also by noticing vibration and other environmental clues). This ability enables it to discern objects and creatures within 80 feet. The ocularon usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. The ocularon relies on its blindsight only if it runs out of eyes attached to its tendrils, which negates its all-around vision.
Regeneration (Ex): An ocularon takes normal damage from silver and keen weapons. Attack forms that don't deal hit point damage ignore regeneration, and an ocularon does not restore hit points lost from starvation, thirst, or suffocation.