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Eye of the Deep

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The Topaz Order

The Topaz Order

bonded with a vermin, they control their mount and use their eye rays to deadly effect.

Eye Rays (Su): During a single round, a director can aim only two eye rays at targets in any one 90 degree arc (up, forward, backward, left, right, or down). A director’s eye rays have a range of 120 feet and a save DC of 18 (caster level 8th). The save DCs are Charisma-based. The six eye rays include:

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Burning Ray: The target takes 2d6 points of fi re damage.

Enervation: The target must succeed on a Fortitude save or gain a negative level. An affected creature regains the lost level after 8 hours.

Force Missile: The target takes 2d6 points of force damage.

Freezing Ray: The target takes 2d6 points of cold damage.

Minor Image: This works like the spell. Directors use this effect to create illusory distractions to draw off attacks from their enemies.

Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect.

Defl ection (Su): A director’s central eye emits a strange, invisible fi eld of force that surrounds the creature’s body and the body of its bonded vermin mount (if it has one). This fi eld grants both creatures a defl ection bonus to their Armor Class and a Refl ex saving throw bonus equal to the director’s Charisma bonus.

Flight (Ex): A director’s body is naturally buoyant. This buoyancy allows it to fl y at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Verminbond (Su): As a full-round action, a director can attempt to dominate a creature of the vermin type that it hits with a melee touch attack. The touched vermin can make a DC 18 Will save to negate this effect. This save DC is Charismabased. Normally, vermin are immune to mind-affecting spells and abilities, but the director’s verminbond ability overcomes this immunity. This effect is permanent, as long as the director remains in physical contact with the vermin. Typically, a director uses the vermin as a mount, using its tentacles to grip the vermin just behind the head. Monstrous centipedes and scorpions are favorite choices, but the director can control any vermin with this ability. While the verminbond is in effect, the director can control the vermin’s actions by making successful Ride checks; bonded vermin count as warhorses for the purpose of directing their actions in combat. As long as this effect remains, the bonded vermin gains the benefi ts of the director’s defl ection ability. More important, both director and mount take half damage from all wounds and attacks that deal hit point damage. The amount of damage not taken by one creature is taken by the other. *Skills: Directors gain a +8 racial bonus on all Handle Animal and Ride checks. Large Aberration (Aquatic) Hit Dice: 12d8+48 (102 hp) Initiative: +4 Speed: 5 ft. (1 square), fl y 20 ft. (good), swim 30 ft. Armor Class: 18 (–1 size, +9 natural), touch 9, fl at-footed 18 Base Attack/Grapple: +9/+18 Attack: Eye rays +8 ranged touch and claw +14 melee (1d8+5) Full Attack: Eye rays +8 ranged touch and 2 claws +14 melee (1d8+5) and bite +11 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Baleful fl ash, constrict 2d6+5, eye rays, improved grab, persistent image Special Qualities: All-around vision, darkvision 60 ft. Saves: Fort +10, Ref +4, Will +10 Abilities: Str 20, Dex 10, Con 18, Int 12, Wis 14, Cha 15 Skills: Listen +19, Search +20, Spot +23, Survival +2 (+4 following tracks) Feats: Ability Focus (baleful fl ash), AlertnessB, Great Fortitude,

Improved Initiative, Multiattack, Weapon Focus (claw) Environment: Cold aquatic Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 8 Treasure: Double standard Alignment: Usually lawful evil Advancement: 13–20 HD (Large); 21–30 HD (Huge); 31–36

HD (Gargantuan) Level Adjustment: —

This spherical creature fl oats silently in the murky water. Two stalked eyes writhe atop the sphere, and two large arms ending in crablike claws protrude from the sphere’s underside. Brightly colored plates armor the sphere. A large eye stares from one side of the sphere, above a mouth fi lled with sharklike teeth. You can see fl ashes of light roiling deep within the eye.

An eye of the deep is an aquatic version of the more infamous land-based beholder. These monsters dwell in the deepest reaches of the oceans, but rise to the surface to menace those who dwell above the waves. These hateful and cruel creatures are fond of creating illusions of shipwreck survivors, small islands, mermaids, or whatever else they think might lure their victims closer. Some eyes of the deep can be found in relatively shallow waterways far underground. Eyes of the deep are about 9 feet in diameter and weigh 6,000 pounds. They speak Common, Beholder, and Aquan.

Combat

An eye of the deep uses its baleful fl ash ability and eye rays to hinder foes at range so it can swim up close and tear them apart with its massive claws.

Baleful Flash (Su): As a free action, an eye of the deep can generate a fl ash of terrible white light from its central eye once per round. This fl ash affects all creatures in a 60-foot cone.

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