
Goth Guru |

Ooglers
Also known as Aberrant Eyeballs, Lost Lookers, the Unblinking Ones, or Iris.
This floating eyeball has an iris with a swirling pattern.
Usual power: Charm person beam. Will save or trust thoughts it puts in target’s head.
Name: Tiny Oogler Bud CR: ½
Type: Aberration Terrain: Any air Climate: Not Arctic
XP: 200
Alignment: LE Size: Tiny Type(Subtype): Aberration
Init: +4 ; Senses darkvision 60 ft Perception +4
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Defense
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AC 17 Touch 17 Flat footed 17 ;( 15+size adjustment )
Acid reflex- Any natural or non-magical weapon must fort save or take acid damage if it hits the
white of the eye.
Acid Immunity
Hp 5 ( 1d8 + 1 ) [1D4 if attached]
Fort +0 ,Ref +0 ,Will +2
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Offense
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Speed 30 (Flying only)
Melee Acid touch (1D4)
Space N/A Reach N/A
Spell-Like Abilities: Constant Mage Hand and Fly.
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Statistics
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Str 6 ,Dex 10 ,Con 10 ,Int 18 ,Wis 16 ,Cha 16
Base Atk. +2 ;CMB 0 ;CMD 0
Feats Improved initiative
Skills Fly: 5 Intimidate 5 Knowledge(The Planes): 5 Perception: 5
Stealth 5 Survival 5
Languages Common, undercommon, Dragon, Goblinoid (Can't speak itself)
Telepathic (100 feet)
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Ecology
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Environment any (far realm)
Organization Solitary or gang, usually charmed minions.
Treasure Armor, small tools, special lenses, ioun stones, etc.
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Special Abilities
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Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 50 feet + 10ft per dice. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
If attached; All saves are as parent body, Hit points are 1D4, and does not think for itself. Dice dependent things, like eye beam saves and range are as parent body.
If unattached: Usually eats bugs and tries to grow larger.
Name: Oogler-Adult CR: 6
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: LE Size: M Type(Subtype): Aberration
Init: 6 ; Senses Cannot be surprised Perception +4 visual
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Defense
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AC 18 Touch 18 Flat footed 18 ;( 15+Natural Armor +1 Dusty Rose Prism)
Acid reflex-Any natural or non-magical weapon must fort save or take acid damage if it hits the
white of the eye.
Acid Immunity
Hp 40 ( 6d8+6 )
Fort 6 ,Ref 8 ,Will 10
Offense
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Speed
Melee Acid touch (6D4) Damage continues 5 rounds unless wiped off.
Space N/A Reach N/A
Spell-Like Abilities
Constant Mage Hand and Fly.
Statistics
Str 6 ,Dex 16 ,Con 10 ,Int 18 ,Wis 16 ,Cha 16
Base Atk. ;CMB ;CMD
Feats Improved initiative
Skills Fly: 10 Intimidate 5 Knowledge(The Planes): 5 Knowledge(Arcana): 5 Perception: 10 Stealth 10 Survival 10
Languages
Common, undercommon, Dragon, Goblinoid (Can't speak itself)
Telepathic (100 feet)
Ecology
Environment any (far realm)
Organization Solitary or gang, usually charmed minions.
Treasure Armor, small tools, special lenses, ioun stones, etc. Plus Standard.
Special Abilities
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
5 buds, one on; top, lower surface, right side, one left side, and on back. Usually Dispel on right, Scorching ray on back, Sleep on top, Cause wounds on left,
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
Can regrow buds, dictate eye beam, alignment, etc.
Name: Oogler Rex CR: 12
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: LE Size: Large Type(Subtype): Abberation
Init: 8 ; Senses Cannot be surprised Perception +4 visual
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Defense
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AC 28 Touch 26 Flat footed 23 ;( 20+Natural Armor-size+Dex+2 leather armor)
Acid reflex-Any natural or non-magical weapon must fort save or take acid damage if it hits the
white of the eye.
Acid Immunity
Hp 70 ( 10d8+10)
Fort 10 ,Ref 12 ,Will 18
Offense
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Speed Fly 40
Melee Acid touch (10D4) Damage continues 9 rounds unless wiped off.
Space N/A Reach N/A
Spell-Like Abilities
Constant Mage Hand and Fly.
Statistics
Str 6 ,Dex 18 ,Con 15 ,Int 20 ,Wis 18 ,Cha 18
Base Atk. 7 ;CMB ;CMD
Feats: Monster feat: Area effect-Cone: Any effect that ordinarily affects one target will affect all targets in a cone, as long as the original spelllike effect. Saves and magic resistance will be checked for all targets individually and will not negate the rest of the area. Can only be used for central attack.
Improved initiative
Skills Fly: 15 Intimidate 5 Knowledge(The Planes): 10 Knowledge(Arcana): 10 Perception: 10 Stealth 10 Survival 10
Languages
Common, undercommon, Dragon, Goblinoid (Can't speak itself)
Telepathic (100 feet)
Ecology
Environment any (far realm)
Organization Solitary or gang, usually charmed minions.
Treasure Armor, small tools, special lenses, etc, ioun stones. Double Standard.
{It has a broach of shielding on it’s Stench Cow leather armor.)
Special Abilities
Usual power: Dispel Ray. Acts as Dispel magic except as noted. Hit dice is caster level for checks. It dispels one magical effect for each 2 levels. It has to be at least 10th level to swap for Antimagic Field.
10 buds, A circle on top like a crown. Charm, Disintegrate, Fear, Slay Living, Flesh to Stone, Negative Energy, Sleep, Slow, Telekinesis, and Polymorph.
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
Can regrow buds, dictate eye beam, alignment, etc.
General. All ooglers have internal gas bags and strange ring shaped brains behind their iris.
These strange brains generate their eye beam, their telepathy, their flight, and their mage hand.
The flight and mage hand are both telekinetically based. Aside from the brain and iris the thing is amorphous, allowing it to shrink or blow up like a balloon. This also allows it to instantly repair minor punctures so it won't pop like a balloon unless dead. They claim to have invented Ioun Stones.
Eye powers: Range 50ft + 10ft per dice. Save DC 14+dice
01: Charm Monster: Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. It works on anything intelligence 1 or higher and not immune. Duration 1 hour per hit dice, then they get another save.
02: Dispel Ray. Acts as Dispel magic except as noted. Hit dice is caster level for checks. It dispels one magical effect for each 2 levels. It has to be at least 10th level to swap for Antimagic Field.
03: Sleep Ray: Hit dice is maximum hit dice affected by sleep.
04: Healing: For slaves and each other: Normally heals 1D8 per 2 levels. At 10th level and above can be swapped for Heal.
05: Scorching ray: 1D6 per hit die. Spell resistance, yes.
06: Lightning beam: 1D6 per hit dice ref save for half. No spell resistance.
07: Freeze ray: 1D6 per hit dice ref save for half.
80: Vibro ray: 1D6 per hit dice ref. save for half. Failed save includes deafness for 1D6 minutes.
09:: Negative Energy: Heals Undead. Normally does 1D8 per 2 levels. At 10th level and above can be swapped for Slay Living (Fort save to instead take 3D6+1 per level).
10: Fear: Will negates:
11: Disintegrate: Destroys unattended object about the Ooglers mass, or does 2D6 per level on a ranged touch. A fort save means it takes half damage. A thing reduced to 0 or less hits it suffers disintegration as described.
12: Polymorph: If target fails their fort save they become an aberration selected. The Oogler can also turn a servant into a humanoid for a spy mission.
13: Flesh to Stone: Fort save negates. GM must rule on whether a Flesh Golem gets temporary stoneskin.
14: Stone to Flesh: Restores petrified creatures, but turns a statue into a perfect vacant body for a lost soul.
15: Slow: Will negates or 1D10 rounds.
16: Curse: Will negates or 1D10 rounds. -4 to everything.
17: Hold Person: Will negates or 1D10 rounds.
18: Illusion: Can be used to communicate. Will negates, but can still be seen faintly.
19: Force: Magic missile 1 a round.
20: Telekinetic: 25 pounds per level. Concentration means each eye can try to move only one thing at a time. Will negates to resist by a creature or to keep an attended item still.
Monster feat: Area effect-Cone: Any effect that ordinarily affects one target will affect all targets in a cone, as long as the original spelllike effect. Saves and magic resistance will be checked for all targets individually and will not negate the rest of the area. Can only be used for central attack.
Monster feat: Wall: Creates a wall of some energy that appears in front of the creature like a tower shield. Force becomes a Wall of Force, Scorching Ray becomes a wall of fire, ect. The damaging ray can either attack, or form the wall, not both.