This creature is a 5-foot wide orb dominated by a central eye and large serrated mouth. Hundreds of small seaweed-like bristles hang from the bottom of its body. Two large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from the top of its orb.
XP 2,400 DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural) OFFENSE
Speed 5 ft., swim 20 ft. TACTICSAn eye of the deep floats slowly through the oceans searching for its prey. It attacks using its eye rays; then it grasps an opponent with its pincers and subjects the victim to its bite attack. An eye of the deep's pincers are considered to be primary attacks. STATISTICS
Str 10, Dex 10, Con 14, Int 12, Wis 13, Cha 13 SPECIAL ABILITIESAll-Around Vision (Ex)An eye of the deep's stalked eyes allow it to see in all directions at once. It cannot be flanked. Eye Rays (Su)Each of the creature's eyes stalks can produce a magical ray once per round as a free action. The creature can aim both of its eye rays in any direction. Each of its eye rays resembles a spell cast by a 12th-level caster and follows the rules for a ray (see Aiming a Spell in the Core Rulebook). Each eye ray has a range of 150 feet and a save DC of 17. The save DC is Constitution-based.
Stun Cone (Su)Once per round, an eye of the deep's central eye can produce a cone extending straight ahead from its front to a range of 30 feet. Creatures in the area must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Constitution-based. FeatsAn eye of the deep's Flyby Attack feat allows it to take a move action and another standard action at any point during the move while swimming. It cannot take a second move action during a round in which it makes a flyby attack. | Source
|