# Eye of the Deep
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d6 (×2)
> >bite: 1d8 (×2)
> >raysMelee/Ranged: +13/+8
> >Secondary: +8/+3
> >Multiattack: +11/+6
> >M/R_PA: +13/+8
> >2nd/PA: +8/+3
> >MA_PA: +11/+6
> >Itterative: 2
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 21; Dex: 16; Con: 20; Int: 17; Wis: 18; Cha: 18
> > xFeat:: 6/6 (0)
> >
> >
> > xLang:: 0/1 (1)
<div class="grid-container"><div class="MON">Eye of the Deep</div>
<div class="CR">CR 8 (4,800 XP)</div>
<div class="SOU">Lords of Madness</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Large Aberration (aquatic)
**Init** +0
**Senses** darkvision 60 ft., all-around vision; **Perception** +21
#### defense
**AC** 18, 9 touch, 18 flat-footed (+9 natural, -1 size)
**hp** 96 (12d8+48)
**Fort** +10, **Refl** +4, **Will** +10
**Feint** 28, **Demoralize** 24
#### offense
**Speed** 5 ft., fly 20 ft. (good), swim 30 ft.
**Melee** 2 claws +14 (1d6+5 plus grab), bite +13 (1d6+5)
**Ranged** eye rays +8 touch
**Space** 10 ft., **Reach** 5 ft.
**Special Attacks** baleful flash, eye rays
**Spell-Like Abilities** (CL 12th; Concentration +14)
> **At will**— persistant image
#### statistics
**Str** 20, **Dex** 10, **Con** 18, **Int** 12, **Wis** 14, **Cha** 15
**BAB** +9, **CMB** +15, **CMD** 25, **TA** +13, **RTA** +8
**Feats** [[Ability Focus]] (baleful flash), [[Alertness]], [[Great Fortitude]], [[Improved Initiative]], [[Multiattack]], [[Weapon Focus]] (claw)
**Skills** Fly +17, Perception +21, Sense Motive +18, Survival +17, Swim +28
**Languages**
#### special abilities
### Baleful Flash (Su)
Once per rond as a free action, an eye of the deep can generate a flash of light from its central eye. This flash effects creatures in a 60-foot cone. Sighted creatures in the are must make DC 22 Fortitude save or be blinded for 2d6 rounds, and stunned for half that duration. A successful are insteads dazzled for 2d6 rounds and not stunned. The save DC is consitution based.
### Eye Rays (Su)
Each of an eye of the deep's two small eyes can produce a magical ray once per round as a free action. A beholderkin of any kind can tilt and pan its body each round to change which rays it can bring to bear in any given arc. Each eye's effect follows the rules for a ray. Each ray has a range of 150 feet and a save DC of 18 (caster level 12th). The save DCs are Charisma-based. The two eye rays include: Hold Monster: The target must succeed on a Will save or be affected as though by the spell. Cone of Cold: This works like the spell, but affects only the creature touched by the ray (Reflex save for half). The eye of the deep cannot use its eye rays in the same round that it casts persistent image.