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.
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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.
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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.
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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.