28.03.2013 Views

Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Eye <strong>of</strong> <strong>the</strong> Deep<br />

Medium Aberration (<strong>Aquatic</strong>)<br />

Hit Dice: 10d8+20 (65 hp)<br />

Initiative: +4<br />

Speed: 5 ft. (1 square), swim 20 ft. (4<br />

squares)<br />

Armor Class: 15 (+5 natural), touch 10,<br />

flat-footed 15<br />

Base Attack/Grapple: +7/+7<br />

Attack: Eye rays +7 ranged touch or claw +<br />

2 melee (2d4)<br />

Full Attack: Eye rays +7 ranged touch and 2<br />

claws + 2 melee (2d4) and bite +2 melee (1d6)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Eye rays, improved grab,<br />

stun cone, tear<br />

Special Qualities: All-around vision,<br />

darkvision 60 ft.<br />

Eyes <strong>of</strong> <strong>the</strong> deep are found only in <strong>the</strong><br />

deepest parts <strong>of</strong> <strong>the</strong> ocean, though on occasion<br />

one moves too close to <strong>the</strong> shoreline and ends up<br />

beaching on <strong>the</strong> sands. An eye <strong>of</strong> <strong>the</strong> deep stranded<br />

in this manner dies in 2d4 minutes unless placed<br />

back into <strong>the</strong> water. An eye <strong>of</strong> <strong>the</strong> deep is a 5-foot<br />

wide orb dominated by a central eye and large<br />

serrated mouth. Hundreds <strong>of</strong> small seaweed-like<br />

bristles hang from <strong>the</strong> bottom <strong>of</strong> its body (<strong>the</strong>se aid<br />

<strong>the</strong> eye <strong>of</strong> <strong>the</strong> deep while swimming). Two large<br />

crab-like pincers protrude from its body, and two<br />

long, thin eyestalks sprout from <strong>the</strong> top <strong>of</strong> its orb.<br />

Eyes <strong>of</strong> <strong>the</strong> deep speak <strong>the</strong>ir own language, Aquan,<br />

and Common.<br />

Combat<br />

An eye <strong>of</strong> <strong>the</strong> deep floats slowly through<br />

<strong>the</strong> oceans searching for its prey. It attacks using<br />

its eye rays; <strong>the</strong>n it grasps an opponent with its<br />

pincer-like claws and subjects <strong>the</strong> victim to its bite<br />

attack.<br />

Eye Rays (Su): Both <strong>of</strong> an eye <strong>of</strong> <strong>the</strong> deep’s<br />

small eyes can produce a magical ray once per<br />

round as a free action. During a single round, an<br />

eye <strong>of</strong> <strong>the</strong> deep can aim each eye in any direction,<br />

or combine <strong>the</strong>m to create a single effect.<br />

Both <strong>of</strong> an eye <strong>of</strong> <strong>the</strong> deep’s eye rays<br />

resemble a spell cast by a 12th-level caster. Each<br />

ray has a range <strong>of</strong> 150 feet and a save DC <strong>of</strong> 16.<br />

<strong>The</strong> save DCs are Charisma-based.<br />

Hold Person: Left eye—<strong>the</strong> target must<br />

succeed on a Will save or be affected as though by<br />

<strong>the</strong> spell. An eye <strong>of</strong> <strong>the</strong> deep will use this ray early<br />

in a fight so as to disable its opponents.<br />

149<br />

Saves: Fort +7, Ref +3, Will +10<br />

Abilities: Str 10, Dex 10, Con 14, Int 12,<br />

Wis 13, Cha 13<br />

Skills: Hide +8, Listen +18, Search +18,<br />

Spot +22, Survival +1 (+3 following tracks),<br />

Swim +10<br />

Feats: Alertness B , Great Fortitude, Improved<br />

Initiative, Iron Will, Shot on <strong>the</strong> Run<br />

Environment: Any aquatic<br />

Organization: Solitary, pair, or cluster (3-6)<br />

Challenge Rating: 8<br />

Treasure: Standard<br />

Alignment: Always lawful evil<br />

Advancement: 11-20 HD (Medium); 21-30<br />

HD (Large)<br />

Level Adjustment: —<br />

Hold <strong>Monster</strong>: Right eye—<strong>the</strong> target must<br />

succeed on a Will save or be affected as though by<br />

<strong>the</strong> spell. This is used in <strong>the</strong> same manner as <strong>the</strong><br />

hold person ray.<br />

Minor Image: By combining <strong>the</strong> rays <strong>of</strong> both<br />

eyes, an eye <strong>of</strong> <strong>the</strong> deep can replicate <strong>the</strong> minor<br />

image spell. <strong>The</strong> image appears at <strong>the</strong> spot where<br />

<strong>the</strong> rays from both eyes intersect.<br />

Improved Grab (Ex): To use this ability,<br />

an eye <strong>of</strong> <strong>the</strong> deep must hit with a claw attack. It<br />

can <strong>the</strong>n attempt to start a grapple as a free action<br />

without provoking an attack <strong>of</strong> opportunity. If it<br />

wins <strong>the</strong> grapple check, it establishes a hold and<br />

tears its opponent.<br />

Stun Cone (Su): Once per round as a<br />

standard action, an eye <strong>of</strong> <strong>the</strong> deep can produce a<br />

stunning ray in a cone 25 feet long from its central<br />

eye. Creatures in <strong>the</strong> area must succeed on a DC 16<br />

Fortitude save or be stunned for 2d4 rounds. <strong>The</strong><br />

save DC is Charisma-based.<br />

Tear (Ex): An eye <strong>of</strong> <strong>the</strong> deep automatically<br />

hits a held opponent with all its melee attacks each<br />

round it maintains <strong>the</strong> hold.<br />

All-Around Vision (Ex): Eyes <strong>of</strong> <strong>the</strong> deep<br />

are exceptionally alert and circumspect. <strong>The</strong>ir<br />

many eyes give <strong>the</strong>m a +4 racial bonus on Spot<br />

and Search checks, and <strong>the</strong>y can’t be flanked.<br />

Skills: An eye <strong>of</strong> <strong>the</strong> deep has a +8 racial<br />

bonus on any Swim check to perform some special<br />

action or avoid a hazard. It can always choose<br />

to take 10 on a Swim check, even if distracted<br />

or endangered. It can use <strong>the</strong> run action while<br />

swimming, provided it swims in a straight line.<br />

8

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!