BEHOLDER-KIN, Eye of the Deep

Medium-Size Aberration

Hit Dice: 10d8+20 (65 hp)

Initiative: +4 (Improved Initiative)

Speed: 5 ft, swim 20 ft

AC: 15 (+5 natural)

Attacks: Eye rays +7 ranged touch, 2 claws +2 melee, bite +2 melee

Damage: Claw 2d4, bite 1d6

Face/Reach: 5 ft by 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 +14, Search +15, Spot +19

Feats: Flyby Attack, Improved Initiative, Shot on the Run

 

Climate/Terrain: Any aquatic

Organization: Solitary, pair, or cluster (3-6)
Challenge Rating:
8

Treasure: Standard

Alignment: Always lawful evil

Advancement: 11-15 HD (Medium-size); 16-30 HD (Large)

 

It is believed that this creature is a relative of the beholder, for there are remarkable similarities between the two species. The eye of the deep dwells only at great depths of the ocean, floating slowly about as it stalks its prey.

   The eye of the deep is a 5-foot wide orb dominated by a central eye and a large toothy maw. Two large crab-like pincers and two eyes on stalks sprout from the orb.

 

COMBAT

An eye of the deep attacks using its eye rays; then grasps an opponent with its pincer-like claws and subjects it 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 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, page 148 in the Player’s Handbook). 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.

   Minor Image: By combining the rays from its eyestalks, the eye of the deep can replicate the minor image spell.

   Stun Cone (Su): An eye of the deep’s central eye can, once per round, produce a 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, the eye of the deep must hit with a claw attack.

   Tear (Ex): An eye of the deep automatically hits a held opponent with all 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 can’t be flanked.

 

 

The Eye of the Deep first appeared in the 1e MM (Gary Gygax, 1977).