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 ...
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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