A green blob-like enemy with many pink eyes all over its body.
Eyemoeba (CR 11)
N Medium Ooze
Init +7; Senses All-around vision, Darkvision 60 ft.; Perception +18
AC 28, touch 13, flat-footed 25 (+3 dex, +15 natural)
hp 120 (14d8+60)
Fort +10, Ref +7, Will +9
Immune Confuse, Berserk, Ooze traits; Strong Physical
Speed 20 ft.
Melee Slam +14 (1d8+6)
Ranged Eye Ray +14 ranged touch (1d6 elemental damage)
Space 5 ft.; Reach 5 ft.
Special Attacks HP Absorb, MP Absorb
Str 18, Dex 16, Con 18, Int 4, Wis 16, Cha 10
Base Atk +10; CMB +14; CMD 27
Feats Great Fortitude, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (ray)
Skills Perception +18, Survival +14; Racial Modifier +4 Perception
All-around Vision (Ex)
Eyemoeba are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they cannot be flanked.
Blind Vulnerability (Ex)
If an eyemoeba is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into effect. The eyemoeba can choose to use another eye instead of the blinded one. However, if someone were to cast blindga this would affect up to 5 of its eyes if it fails its save. An eyemoeba have usually around 100 eyes.
Eye Rays (Su)
An eyemoeba can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a range of 150 feet. A single eye ray can be used a standard action. The eyemoeba can use up to all its eye rays as a full round action. Neither option provokes an attack of opportunity. All eye rays can be used at will also each eye ray does a selective type of elemental damage besides non-elemental damage type.
HP Absorb (Su)
An eyemoeba can fire a pulsating green beam at a single target that drains HPs and heals itself. The attack deals 5d6 points of non-elemental damage (Fortitude save DC 18 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Dungeoneering DC 25).
MP Absorb (Su)
An eyemoeba can fire a pulsating green beam at a single target that drains MPs and heals itself. The attack deals 5d6 points of MP damage (Fortitude save DC 18 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Dungeoneering DC 25).