Beholderkin, Eye of the Deep (CR 8)
Medium Aberration (Aquatic)
Alignment: Usually lawful evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: all-around vision, Listen +13, and Spot +17
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 10d8+10 (55 hp)
Fort +4, Ref +4, Will +7
Speed: 5 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +2
Attack: 2 pincers +7 melee, bite +5 melee; eye rays +7 ranged touch
Full Attack: 2 pincers +7 melee, bite +5 melee; eye rays +7 ranged touch
Damage: Pincer 2d4, bite 1d6
Special Attacks/Actions: Eye rays, blinding light, improved grab
Abilities: Str 10, Dex 12, Con 12, Int 12, Wis 15, Cha 15
Special Qualities: cold resistance 10
Feats: Alertness; Improved Initiative; Iron Will; Multiattack
Skills: Hide +11, Listen +13, Search +13, Spot +17, and Survival +8
Advancement: 11-14 HD (Large), 15-30 HD (Huge)
Climate/Terrain: Any deep aquatic
Organization: Solitary, pair, or cluster (3-6)
Treasure: Double standard
An eye of the deep attacks by using its eye rays, then grasping an opponent with its pincer-like claws and subjecting it to its awful bite.
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 eye of the deep is attacking physically or moving at full speed. The creature can aim all of its eyes in any direction.
Each eye's effect resembles a spell cast by a 12th-level sorcerer but follows the rules for a ray (see Aiming a Spell). All rays have a range of 150 feet and a save DC of 17.
- Hold Person: The target must succeed at 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: The target must succeed at a Will save or be affected as though by the spell. This is used in the same manner as the hold person ray.
- Stun Cone (Su): An eye of the deep's central eye can, once per round, produce a 150-foot stun cone extending straight ahead from the creature's front. Creatures in the area must succeed at a Fortitude save or be stunned for 2d4 rounds.
Improved Grab (Ex): To use this ability, an eye of the deep must hit a Small or smaller creature with a claw attack.
Rend (Ex): An eye of the deep that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 4d4 points of damage.
The Eye of the Deep first appeared in the Monster Manual (Gary Gygax, 1977).
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.