NEW MONSTERS
CHAPTER 8
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bonded with a vermin, they control their mount and use their EYE OF THE DEEP eye rays to deadly effect. Large Aberration (Aquatic) Eye Rays (Su): During a single round, a director can aim Hit Dice: 12d8+48 (102 hp) only two eye rays at targets in any one 90 degree arc (up, Initiative: +4 forward, backward, left, right, or down). Speed: 5 ft. (1 square), fly 20 ft. (good), swim 30 ft. A director’s eye rays have a range of 120 feet and a save DC Armor Class: 18 (–1 size, +9 natural), touch 9, flat-footed 18 of 18 (caster level 8th). The save DCs are Charisma-based. The Base Attack/Grapple: +9/+18 Attack: Eye rays +8 ranged touch and claw +14 melee six eye rays include: (1d8+5) Burning Ray: The target takes 2d6 points of fire damage. Full Attack: Eye rays +8 ranged touch and 2 claws +14 melee Enervation: The target must succeed on a Fortitude save or gain a negative level. An affected creature regains the lost level (1d8+5) and bite +11 melee (1d8+2) after 8 hours. Space/Reach: 10 ft./5 ft. Force Missile: The target takes 2d6 points of force damage. Special Attacks: Baleful flash, constrict 2d6+5, eye rays, Freezing Ray: The target takes 2d6 points of cold damage. improved grab, persistent image Minor Image: This works like the spell. Directors use this Special Qualities: All-around vision, darkvision 60 ft. effect to create illusory distractions to draw off attacks from Saves: Fort +10, Ref +4, Will +10 their enemies. Abilities: Str 20, Dex 10, Con 18, Int 12, Wis 14, Cha 15 Slow: This works like the spell, except that it affects one creaSkills: Listen +19, Search +20, Spot +23, Survival +2 (+4 folture. The target can make a Will save to negate the effect. lowing tracks) Feats: Ability Focus (baleful flash), AlertnessB, Great Fortitude, Deflection (Su): A director’s central eye emits a strange, Improved Initiative, Multiattack, Weapon Focus (claw) invisible field of force that surrounds the creature’s body and the body of its bonded vermin mount (if it has one). This Environment: Cold aquatic field grants both creatures a deflection bonus to their Armor Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 8 Class and a Reflex saving throw bonus equal to the director’s Treasure: Double standard Charisma bonus. Flight (Ex): A director’s body is naturally buoyant. This Alignment: Usually lawful evil Advancement: 13–20 HD (Large); 21–30 HD (Huge); 31–36 buoyancy allows it to fly at a speed of 20 feet. This buoyancy HD (Gargantuan) also grants it a permanent feather fall effect (as the spell) with personal range. Level Adjustment: — Verminbond (Su): As a full-round action, a director can This spherical creature floats silently in the murky water. Two attempt to dominate a creature of the vermin type that it hits stalked eyes writhe atop the sphere, and two large arms ending with a melee touch attack. The touched vermin can make a DC in crablike claws protrude from the sphere’s underside. Brightly 18 Will save to negate this effect. This save DC is Charismacolored plates armor the sphere. A large eye stares from one side based. Normally, vermin are immune to mind-affecting spells of the sphere, above a mouth filled with sharklike teeth. You can and abilities, but the director’s verminbond ability overcomes see flashes of light roiling deep within the eye. this immunity. This effect is permanent, as long as the director remains in An eye of the deep is an aquatic version of the more infamous physical contact with the vermin. Typically, a director uses land-based beholder. These monsters dwell in the deepest the vermin as a mount, using its tentacles to grip the vermin just behind the head. Monstrous centipedes and scorpions are reaches of the oceans, but rise to the surface to menace those favorite choices, but the director can control any vermin with who dwell above the waves. These hateful and cruel creatures this ability. are fond of creating illusions of shipwreck survivors, small While the verminbond is in effect, the director can control islands, mermaids, or whatever else they think might lure the vermin’s actions by making successful Ride checks; bonded their victims closer. Some eyes of the deep can be found in vermin count as warhorses for the purpose of directing their relatively shallow waterways far underground. actions in combat. Eyes of the deep are about 9 feet in diameter and weigh 6,000 As long as this effect remains, the bonded vermin gains the pounds. They speak Common, Beholder, and Aquan. benefits of the director’s deflection ability. More important, both director and mount take half damage from all wounds Combat and attacks that deal hit point damage. The amount of damage An eye of the deep uses its baleful flash ability and eye rays not taken by one creature is taken by the other. to hinder foes at range so it can swim up close and tear them *Skills: Directors gain a +8 racial bonus on all Handle apart with its massive claws. Animal and Ride checks. Baleful Flash (Su): As a free action, an eye of the deep can generate a flash of terrible white light from its central eye once per round. This flash affects all creatures in a 60-foot cone.