the Jester
Legend
EYE OF THE DEEP--- Level 16 Elite Controller
Medium aberrant magical beast--- XP 2800
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Initiative +13; Senses Perception +12; all-around vision, darkvision
Eyes of the Beholder aura 5; at the start of each enemy’s turn, if it within the aura and in the eye of the deep’s line of sight, the eye of the deep uses one random eye ray power against that creature.
HP 310; Bloodied 155
AC 32; Fortitude 30; Reflex 28; Will 32
Saving Throws +2
Speed fly 4 (hover), swim 6
Action Points 1
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[Melee basic] Claw (standard; at will): +21 vs. AC; 1d10+5 damage.
[Melee] Double Claw Attack (standard; at will): The eye of the deep makes two claw attacks. If both hit the same target, the eye of the deep makes a secondary bite attack: +23 vs. AC; 1d6+3 damage.
[Close] Central Eye (minor; at will) Radiant: Close blast 4; targets each creature in blast; +18 vs. Reflex; Hit: 1d6+7 radiant damage and the target is blinded (save ends).
[Ranged] Eye Rays (standard; at will) See text: The eye of the deep can use up to two eye ray powers chosen from the list below. Each eye ray must target a different creature. Using eye rays does not provoke opportunity attacks.
1- Paralyzing Ray (Psychic): Ranged 8; +20 vs. Fortitude; target suffers 1d10+7 psychic damage and is immobilized (save ends).
2- Ray of Phantasms (Illusion, Psychic): Ranged 8; +20 vs. Will; 1d10+7 psychic damage and target slides 2.
3- Stunning Ray (Lightning): Ranged 8; +20 vs. Reflex; 3d6+7 lightning damage, and target is stunned until the end of its next turn.
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Alignment evil; Languages Deep Speech
Str 21; Dex 21; Wis 18
Con 19; Int 18; Cha 25
Medium aberrant magical beast--- XP 2800
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Initiative +13; Senses Perception +12; all-around vision, darkvision
Eyes of the Beholder aura 5; at the start of each enemy’s turn, if it within the aura and in the eye of the deep’s line of sight, the eye of the deep uses one random eye ray power against that creature.
HP 310; Bloodied 155
AC 32; Fortitude 30; Reflex 28; Will 32
Saving Throws +2
Speed fly 4 (hover), swim 6
Action Points 1
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[Melee basic] Claw (standard; at will): +21 vs. AC; 1d10+5 damage.
[Melee] Double Claw Attack (standard; at will): The eye of the deep makes two claw attacks. If both hit the same target, the eye of the deep makes a secondary bite attack: +23 vs. AC; 1d6+3 damage.
[Close] Central Eye (minor; at will) Radiant: Close blast 4; targets each creature in blast; +18 vs. Reflex; Hit: 1d6+7 radiant damage and the target is blinded (save ends).
[Ranged] Eye Rays (standard; at will) See text: The eye of the deep can use up to two eye ray powers chosen from the list below. Each eye ray must target a different creature. Using eye rays does not provoke opportunity attacks.
1- Paralyzing Ray (Psychic): Ranged 8; +20 vs. Fortitude; target suffers 1d10+7 psychic damage and is immobilized (save ends).
2- Ray of Phantasms (Illusion, Psychic): Ranged 8; +20 vs. Will; 1d10+7 psychic damage and target slides 2.
3- Stunning Ray (Lightning): Ranged 8; +20 vs. Reflex; 3d6+7 lightning damage, and target is stunned until the end of its next turn.
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Alignment evil; Languages Deep Speech
Str 21; Dex 21; Wis 18
Con 19; Int 18; Cha 25