# Oculus Demon >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claw: 1d4 (×2) > >eyeboltsMelee/Ranged: +21/+24 > >Secondary: +16/+19 > >Multiattack: +19/+22 > >M/R_PA: +21/+24 > >2nd/PA: +16/+19 > >MA_PA: +19/+22 > >Itterative: 3 > > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +6; StrPA2H: +9; StrPAOH: +3 > > xDCs:: Str: 23; Dex: 26; Con: 25; Int: 17; Wis: 17; Cha: 18 > > xFeat:: 6/8 (2) > > xClasSkil:: Diplomacy, Fly, Intimidate, Perception, Sense Motive, Stealth > > SaveDiff:: +/- 4 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Oculus Demon</div> <div class="CR">CR 13 (25,600 XP)</div> <div class="SOU">Dungeon #128</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Medium Outsider (chaotic, evil) **Init** +9 **Senses** darkvision 60 ft., all-around vision; **Perception** +18 #### defense **AC** 28, 19 touch, 19 flat-footed (+9 Dex, +9 natural) **hp** 195 (15d10+120) **Fort** +13, **Refl** +18, **Will** +9 **Feint** 28, **Demoralize** 25 **DR** 10/cold iron and good; **SR** 24 **Immune** electricity, fire, poison; **Resist** acid 10, cold 10 #### offense **Speed** 30 ft., fly 70 ft. (good) **Melee** claw +20 (1d8+15/19-20 plus grab) **Ranged** 3 eyebolts +24 touch (2d8 plus fear) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** eyebolt, paralyzing gaze **Spell-Like Abilities** (CL 15th; Concentration +16) > **At will**— greater arcane sight, blindness/deafness (DC 13), detect law, dispel magic, invisibility, dimension door, protection from law, tongues, true seeing, vampiric touch #### statistics **Str** 23, **Dex** 28, **Con** 26, **Int** 10, **Wis** 10, **Cha** 12 **BAB** +15, **CMB** +21, **CMD** 40, **TA** +21, **RTA** +24 **Feats** [[Dodge]], [[Improved Critical]] (longsword), [[Mobility]], [[Point Blank Shot]], [[Precise Shot]], [[Shot on the Run]] **Skills** Diplomacy +16, Fly +31, Intimidate +16, Perception +18, Sense Motive +18, Stealth +27 **Languages** #### special abilities ### Eyebolt (Su) As a free action that doesn't provoke an attack of opportunity, an oculus demon can project three separate beams of pale gray negative energy from any three of the eyes that cover its body. Each ray has a range of 70 feet. On a successful ranged touch attack, an eyebolt inflicts 2d8 points damage from negative energy. This damage heals undead creatures in the same way an inflict wounds spell does. A creature that takes damage from an eyebolt must succeed at a DC 25 Fortitude save to avoid the mind-numbing fear and nausea the energy inflicts on living souls. On a failed save, the victim's body becomes wracked with pain and fever - the creature becomes sickened and takes a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. These effects persist for i hour, or until they are removed by anything that removes a fear effect. A creature that is already sickened by an eyebolt becomes panicked for 1d4 rounds if struck by another eyebolt and it fails to make the DC 25 Fortitude save. A creature that is already panicked by an eyebolt is rendered unconscious if struck by another eyebolt and it fails to make the DC 25 Fortitude save. A DC 20 Heal check or any form of magic healing restores consciousness to the victim; otherwise, he remains unconscious for 1d4 hours. These additional eyebolt effects are mind-affecting necromantic fear effects. ### Paralyzing Gaze (Su) Paralysis for 1d4 rounds, 30 feet, Fortitude DC 18 negates. The save DC is Charisma-based.