Blindheim (CR 2)
Small Monstrous Humanoid
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +5
AC: 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Hit Dice: 4d8 (18 hp)
Fort +1, Ref +5, Will +5
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -1
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d4-1
Special Attacks/Actions: Blinding gaze
Abilities: Str 8, Dex 12, Con 11, Int 2, Wis 13, Cha 10
Special Qualities:
Feats: Weapon Focus (bite)
Skills: Hide +4, Listen +9, and Spot +5
Advancement: By character class
Climate/Terrain: Any underground
Organization: Solitary or gang (2-4)
Treasure/Possessions: Standard
Source:
Converted
Blinding Gaze (Su): Blindness (as the spell) for 1 hour, 30 feet, Fortitude save (DC 12).
Blindheims receive a +4 racial bonus on all Listen checks.
A blindheim attacks by first blinding a foe with its gaze, and then rushing in to use its bite attack. If overmatched, a blindheim will flee.
The Blindheim first appeared in the Fiend Folio (1981).