# Ocularon
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<div class="grid-container"><div class="MON">Ocularon</div>
<div class="CR">CR 12 (19,200 XP)</div>
<div class="SOU">Fiend Folio pg. 132</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Large Aberration
**Init** +2
**Senses** blindsight 80 ft., darkvision 60 ft., all-around vision; **Perception** +17
#### defense
**AC** 21, 11 touch, 19 flat-footed (+2 Dex, +10 natural, -1 size)
**hp** 90 (12d8+36); regeneration 4 (silver and keen weapons)
**Fort** +7, **Refl** +8, **Will** +10
**Feint** 21, **Demoralize** 24
**DR** 10/magic
**Immune** acid
#### offense
**Speed** 10 ft., fly 90 ft. (perfect)
**Melee** 4 tendrils +13 (2d6+4 plus grab)
**Ranged** exploding eye +11 touch (3d6 plus poison)
**Space** 10 ft., **Reach** 5 ft.
**Special Attacks** death throes, steal eyes
**Spell-Like Abilities** (CL 12th, Concentration +15)
> **At will**— _arcane eye_
> **3/day**— _darkness_, _invisibility_, _passwall_, _true seeing_
#### statistics
**Str** 18, **Dex** 15, **Con** 17, **Int** 19, **Wis** 14, **Cha** 16
**BAB** +9, **CMB** +14, **CMD** 26, **TA** +12, **RTA** +10
**Feats** [[Combat Casting]], [[Combat Reflexes]], [[Deflect Arrows]], [[Lightning Reflexes]], [[Weapon Focus]] (exploding eye), [[Weapon Focus]] (tendril)
**Skills** Acrobatics +17, Fly +23, Knowledge (dungeoneering) +16, Knowledge (planes) +16, Knowledge (religion) +16, Perception +17, Stealth +15, Survival +17
**Languages** Aklo, Common, Terran, Undercommon
#### special abilities
### 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. Ocularons must use their animated eyeballs as a focus for their _arcane eye_ and _true seeing_ spell-like abilities, ammunition for their exploding eye attack, and for their visual senses.
Ocularons can activate newly acquired eyes (either from a dead creature or through its steal eyes ability) as a swift action.
### Death Throes (Ex)
When an ocularon is slain, its body releases a bust of toxic gas in a 20-foot burst. All creatures within the area take 3d6 points of damage. A successful reflex save (DC 19) halves the damage. Creatures who take damage from this attack are exposed to the ocularon's poison. The save DC is Constitution-based.
### Exploding Eye (Ex)
Eyes controlled by an ocularon can be used as a ranged attack. The attack has a range of 80 feet with no range increment.
### Poison (Ex)
Ocularon Poison—Contact; save Fort DC 19; frequency 1/round for 4 rounds; effect 1d2 Strength and Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
### Steal Eyes (Ex)
If an ocularon starts its turn with a creature grappled, it can attempt to forcibly remove its eyes. The ocularon makes its grapple check, and if successful, the affected creature must succeed on a DC 19 Fortitude save or its eyes will be removed, permanently blinding it.
A creature whose eyes have been removed in this manner can have them restored with a _heal_ or _regenerate_ spell, or similarly potent magic.
#### ecology
**Terrain** Any temperate, warm, hill, marsh, or underground
**Organization** Solitary or pair
**Treasure** Standard
**Advancement** 13–16 HD (Large); 17–36 HD (Huge)
The ocularon is a paranoid, bizarre creature that steals the sight of its foes. After claiming a territory as its own, it drives all the other denizens out, no matter how small. Its territory might only encompass a few rooms in an abandoned keep, but to the ocularon, this area is its sacred stomping ground.
An ocularon’s body appears much like a sickly green floating man-of-war jellyfish. It pulses and ripples due to the tremendous amount of gas carried within it; some-times a pocket of the gas just under the creature’s skin develops a leak, causing the gas to whistle as it slowly escapes. Dangling from the floating body are a number of barbed tendrils, upon which are skewered the eyes of the ocularon’s former prey.
An ocularon can animate eyeballs it has captured and send them out to keep tabs on its territory. Those who venture near an ocularon lair may first become aware of that fact when they spot one of these floating eyeballs. By that time, the ocularon has probably spotted the intruders as well, and it immediately takes steps to attack, either to kill them or drive them away.