EYE KILLER
Medium-Size Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +4 (Dex)
Speed: 20 ft
AC: 19 (+4 Dex, +5 natural)
Attacks: Tail slap +7 melee
Damage: Tail slap 1d6+4
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, constrict 1d6+4, death stare
Saves: Fort +6, Ref +8, Will +1
Abilities: Str 16, Dex 18, Con 14, Int 2, Wis 10, Cha 14
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Alertness
Climate/Terrain: Any underground
Organization: Solitary, pack (1-4) or swarm (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
Eye killers are subterranean dwellers that reflect bright light as a powerful gaze attack. The eye killer is a strange hybrid monster, somehow an unlikely combination of bat and snake. Its upper half consists of a bat-like torso with stunted wings that are incapable of flight. This upper part of its body is covered with a dark grayish-green fur, and in its face rest two large, disproportionately large, lidless eyes. The lower half of the eye killer looks like a constrictor snake tail, its scales a medium green in color with dull yellow flecks.
Eye killers hate daylight, and cannot stand light from open flames. They dwell underground in dark places, where very little light can touch their sensitive eyes. Eye killers are limbless spherical things at birth, but take form as they develop.
COMBAT
Eye killers are hostile to all who enter their territory, but especially to those who carry lights with them. If there are any lit torches or lanterns carried by an approaching party, the eye killers will use their death stare. If this is insufficient to deal with all of the intruders, or if none of them is carrying lights, the eye killer will attack with its coiling tail. If opponents bearing torches or lanterns come too close to an eye killer, it will turn away, and it will try to flee if three or more of these light sources come within 10 feet of it. Any eye killer will attack with its coils if opponents come too close but fail to drive it off.
Improved Grab (Ex): To use this ability, the eye killer must hit with its tail slap attack. If it gets a hold, it can constrict.
Constriction (Ex): Eye killers wrap their coils around their victims like snakes, causing 1d6+4 points of damage per round. Victims can break free from the constriction on a successful Strength check (DC 15).
Death Stare (Su): The eye killer has the dreaded ability to reflect the light of lanterns, torches, and other bright flames to deadly effect. This attack has a range of 50 feet, and can only be used once per day. The eyes of an eye killer absorb the illumination from bright flame, amplify it, and project it in a deadly ray, usually aimed back at the person carrying the light. The victim of this searing light must succeed at a Will save (DC 14) or die instantly. If the save is successful, the victim instead takes 3d6 points of damage from the heat of the ray.
The light from a death stare can be reflected in the same way as other gaze attacks, but is not harmful to the eye killer. The eye killer will again gather the reflected illumination and project it at another victim, as a free action that same round.
The eye killer first appeared in the Fiend Folio (1981).