Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Special
Eye Beams
When a blindheim's eyes are open, it emits a 30- foot cone of light. It can see normally in this light and functions normally in areas of magical darkness. A creature looking at a blindheim when its eye beams are "on" must succeed on a DC 12 Constitution saving throw or be blinded for 1 hour. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Spotlight
(concentrate, light) Bright light shines from the blindheim's eyes in a 30-foot emanation (also creating dim light to 60 feet). Each creature in the bright light when the blindheim uses this action, or who enters it while the light continues, must attempt a DC 18 Fortitude save. It is then temporarily immune for 1 hour. This light remains until the blindheim dims its eyes by using this action again. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1d4 rounds. Critical Failure The creature is blinded for 1 hour.
Offense
Melee
Circumstance: combat round (melee)
jaws +10 [+5/+0], Damage 1d12+2 piercing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Immunity
blinded
light
Perception
darkvision