Eye of the Deep

Medium aberration, lawful evil

Armor Class

14 (natural armor)

Hit Points

117 (18d8 + 36)

Speed

5 ft., swim 20 ft.

STR

14 (+2)

DEX

10 (+0)

CON

14 (+2)

INT

12 (+1)

WIS

13 (+1)

CHA

13 (+1)

Senses

darkvision 60 ft., passive Perception 14

Skills

Perception +4

Languages

Aquan, Common, Deep Speech

Challenge

5 (1,800 XP)

Amphibious. The eye of the deep can breathe in both air and water.

Flyby. The eye of the deep doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Hyper-Awareness. An eye of the deep’s eye stalks allow it to see in all directions at once. It cannot be surprised.

Stun Cone. An eye of the deep’s central eye produces a cone extending straight ahead from its front to a range of 30 feet. At the start of each of its turns, the eye of the deep decides which way the cone faces and whether the cone is active. All creatures in this area must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack. The eye of the deep makes three attacks: one with its bite and two with its pincers.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage.

Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. The target is grappled (escape DC 12) if the eye of the deep isn’t already grappling a creature, and the target is restrained until the grapple ends.

Eye Rays. Each of the creature’s eyes stalks can produce a magical ray once per round. The creature can aim both of its eye rays in any direction and they have a range of 150 feet.

  1. Paralytic Ray. Using its left eye, the eye of the deep unleashes a powerful paralytic beam. The target must make a DC 15 Wisdom saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  2. Enfeeblement Ray. Using its right eye, the eye of the deep unleashes a powerful ray of enfeeblement. The target must make a DC 15 Wisdom saving throw or deal half damage with all attacks that use Strength for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  3. Major Image. The eye of the deep concentrates its eye rays together to project a major image illusion. The illusion is generated at any point within range and in the eye of the deep’s line of sight. Seeing through the illusion requires a successful DC 15 Intelligence (Investigation) check.

medium
aberration
cr5
tome-of-horrors