Eye Of The Deep

Medium Aberration
Hit Dice: 10d8+20 (65 hp)
Initiative: +4
Speed: 5 ft. (1 square), swim 20 ft.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Eye ray +7 ranged touch
Full Attack: Eye rays +7 ranged touch, 2 claws +2 melee (2d4), +2 bite (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays, improved grab, tear
Special Qualities: All-around vision, darkvision 60 ft.
Saves: Fort +5, Ref +3, Will +8
Abilities: Str 10, Dex 10, Con 14, Int 12, Wis 13, Cha 13
Skills: Hide +6, Listen +16, Search +15, Spot +21
Feats: Alertness, Flyby Attack, Improved Initiative, Shot on the Run
Environment: Any aquatic
Organization: Solitary, pair or cluster (3-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 11-15 HD (Medium), 16-30 HD (Large)
Level Adjustment: –

The eye of the deep is thought to be a distant relative of the beholder, for its appearance is that of said creature. 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 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 (these aid the creature while swimming). Two large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from the top of its orb. Eyes of the deep speak Beholder and Common.

Combat
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 pincer-like claws and subjects the victim to its bite attack.
Eye Rays (Su): Both of the creature’s eyes, as well as the large central eye can produce a magical ray once per round, even when the eyes of the deep is attacking physically or moving at full speed. The creature can aim its two eyestalks in any direction. Each eye’s effect resembles a spell cast by a 12th-level caster, but follows the rules for a ray (see “Aiming a Spell” in the PHB). Each eye ray has a range of 150 feet and a save DC of 16. The save DCs are Charisma-based.
Hold Person: Left eye – the target must succeed at a Will save or be affected as 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 – the target must succeed at a Will save or be affected as 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 (DC 16). The save is Charisma-based.
Stun Cone (Su): An eye of the deep’s central eye can, once per round, produce a 30-foot cone extending straight ahead from its front. Creatures in the area must succeed at a Fortitude save or be stunned for 2d4 rounds.
Improved Grab (Ex): To use this ability, the eye of the deep must hit with a claw attack.
Tear (Ex): An eye of the deep automatically hits an opponent with all of its melee attacks each round it maintains the hold.
All-Around Vision (Ex): Eyes of the deep are exceptionally alert and circumspect. Their eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked.

Eye of the Deep from the Tome of Horrors, ©2002, Necromancer Games, Inc.; Author Scott Greene, based on original material from Gary Gygax.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.