Eye Of The Deep

This creature is a 5-foot wide orb dominated by a central eye and large serrated mouth. Hundreds of small seaweed-like bristles hang from the bottom of its body. Two large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from the top of its orb.
 

Eye Of The Deep (CR 6)

Medium Aberration (Aquatic)
Alignment: Lawful Evil
Initiative: +4
Senses: All-Around Vision, Darkvision 60 feet; Perception +18
  Speed: 5 feet, Swim 20 feet
Space: 5 feet
 

Defense

Armor Class: 15, touch 10, flat-footed 15 (+5 natural)
Hit Points: 75 (10d8+20)
Saving Throws: Fort +5, Ref +3, Will +10
 

Offense

Melee: 2 pincers +7 (1d8 plus Grab), bite +7 (1d6)
Reach: 5 feet
Ranged: eye ray +7 (spell-like ability)
  Special Attacks: Constrict (1d8), eye rays (DC 17), stun cone (30 ft. cone, DC 17, stunned 2d4 rounds)
 

Statistics

StrDexConIntWisCha
10 (+0) 10 (+0) 14 (+2) 12 (+1) 13 (+1) 13 (+1)
Base Attack Bonus: +7
CMB +7 (+11 Grapple)
CMD 17
  Feats: Fly-by Attack, Improved Initiative, Improved Natural Attack (pincers), Iron Will, Lightning Reflexes
  Skills: Knowledge (nature) +14, Perception +18, Stealth +13, Survival +14, Swim +21 Languages: Aklo, Aquan, Common
 

Special Abilities

All-Around Vision (Ex)

An eye of the deep's stalked eyes allow it to see in all directions at once. It cannot be flanked.

Eye Rays (Su)

Each of the creature's eyes stalks can produce a magical ray once per round as a free action. The creature can aim both of its eye rays in any direction. Each of its eye rays resembles a spell cast by a 12th-level caster and follows the rules for a ray (see Aiming a Spell in the Core Rulebook). Each eye ray has a range of 150 feet and a save DC of 17. The save DC is Constitution-based. Hold Person Left eye-A target struck by this ray must succeed on a Will save or be affected as though by the spell. An eye of the deep will use this ray early in a fight so as to disable its opponents. Hold Monster Right eye-A target struck by this ray must succeed on a Will save or be affected as though by the spell. This is used in the same manner as the hold person ray. Minor Image By combining the rays of both eyes, the eye of the deep can replicate the minor image spell. It does not have to succeed on an attack roll to use this ray. The illusion is generated at any point within range and in the eye of the deep's line of sight.

Stun Cone (Su)

An eye of the deep's central eye can, once per round, produce a cone extending straight ahead from its front to a range of 30 feet. Creatures in the area must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Constitution-based.

Feats

An eye of the deep's Flyby Attack feat allows it to take a move action and another standard action at any point during the move while swimming. It cannot take a second move action during a round in which it makes a flyby attack.
 

Ecology

Environment: Any Aquatic
Organization: solitary, pair, or cluster (3-6)
Treasure: standard

  Eyes of the deep are found only in the deepest parts of the ocean, though on occasion one moves too close to the shoreline and ends up beaching on the sands. An eye of the deep stranded in this manner dies in 2d4 minutes unless placed back into the water.
  An eye of the deep floats slowly through the oceans searching for its prey. It attacks using its eye rays; then it grasps an opponent with its pincers and subjects the victim to its bite attack. An eye of the deep's pincers are considered to be primary attacks.
  Credit The Eye of the Deep originally appeared in the First Edition Monster Manual (© TSR/Wizards of the Coast, 1977) and is used by permission.
  Copyright Notice Author Scott Greene, based on original material by Gary Gygax.

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