Page 139 - Lords of Madness: The Book of Aberrations
P. 139
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
six eye rays include: Attack: Eye rays +8 ranged touch and claw +14 melee
Burning Ray: The target takes 2d6 points of fire damage. Full Attack: Eye rays +8 ranged touch and 2 claws +14 melee
(1d8+5)
Enervation: The target must succeed on a Fortitude save or
CHAPTER 8 NEW MONSTERS gain a negative level. An affected creature regains the lost level Space/Reach: 10 ft./5 ft.
(1d8+5) and bite +11 melee (1d8+2)
after 8 hours.
Special Attacks: Baleful flash, constrict 2d6+5, eye rays,
Force Missile: The target takes 2d6 points of force damage.
Freezing Ray: The target takes 2d6 points of cold damage.
improved grab, persistent image
Minor Image: This works like the spell. Directors use this
Saves: Fort +10, Ref +4, Will +10
effect to create illusory distractions to draw off attacks from Special Qualities: All-around vision, darkvision 60 ft.
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 crea- Skills: Listen +19, Search +20, Spot +23, Survival +2 (+4 fol-
ture. The target can make a Will save to negate the effect. lowing tracks)
B
Deflection (Su): A director’s central eye emits a strange, Feats: Ability Focus (baleful flash), Alertness , Great Fortitude,
invisible field of force that surrounds the creature’s body Improved Initiative, Multiattack, Weapon Focus (claw)
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)
Class and a Reflex saving throw bonus equal to the director’s Challenge Rating: 8
Charisma bonus. Treasure: Double standard
Flight (Ex): A director’s body is naturally buoyant. This Alignment: Usually lawful evil
buoyancy allows it to fly at a speed of 20 feet. This buoyancy Advancement: 13–20 HD (Large); 21–30 HD (Huge); 31–36
also grants it a permanent feather fall effect (as the spell) with HD (Gargantuan)
personal range. Level Adjustment: —
Verminbond (Su): As a full-round action, a director can
attempt to dominate a creature of the vermin type that it hits This spherical creature fl oats silently in the murky water. Two
with a melee touch attack. The touched vermin can make a DC stalked eyes writhe atop the sphere, and two large arms ending
18 Will save to negate this effect. This save DC is Charisma- in crablike claws protrude from the sphere’s underside. Brightly
based. Normally, vermin are immune to mind-affecting spells colored plates armor the sphere. A large eye stares from one side
and abilities, but the director’s verminbond ability overcomes of the sphere, above a mouth fi lled with sharklike teeth. You can
this immunity. see fl ashes of light roiling deep within the eye.
This effect is permanent, as long as the director remains in
physical contact with the vermin. Typically, a director uses An eye of the deep is an aquatic version of the more infamous
the vermin as a mount, using its tentacles to grip the vermin land-based beholder. These monsters dwell in the deepest
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.
138

