Page 139 - Lords of Madness: The Book of Aberrations
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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
               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.
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