Expedition to the Barrier Peaks
The MONITOR (stunted Eye of the Deep) CR: 5 (1,800 XP)
Medium aberration, chaotic neutral
Armor Class: 18 (natural armor)
Hit Points: 180 (19d10 + 76) 19d10+76
Speed:
0 ft
, fly: 20 ft
, swim: 30 ft
Saving Throws: All +3
Skills: Perception +7
Damage Immunities: prone
Senses: darkvision 120 ft., passive Perception 17
Languages: Aquan, Deep Speech
Challenge Rating: 5 (1,800 XP)
Keen Senses. The Monitor gains a +5 bonus to wisdom (Perception) checks to detect hidden creatures.
Vigilant. The Monitor is never surprised.
Hold Breath. While out of water, the Monitor can hold his breath for 1 hour.
Underwater Camouflage. The Monitor has advantage and +6 on Dexterity (Stealth) checks made while underwater.
Water Breathing. The Monitor can breathe only underwater.
Actions
Multiattack. The eye of the deep makes two pincer attacks. If the eye of the deep is grappling a creature, the eye of the deep can also use its bite once.
Pincer. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 7 (2d6) 2d6 bludgeoning damage. The target is grappled (escape DC 16) if it is a Large or smaller creature and the eye of the deep doesn't have two other creatures grappled. Grappled targets automatically take 17 bludgeoning damage at the start of their turn.
Bite. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 14 (4d6) 4d6 piercing damage.
Eye Rays. Each of the creature’s eyes stalks can produce a magical ray once per round. The creature can aim both of its eye rays in any direction, and they have a range of 150 feet. Eyes maybe combined for different effects:
- Paralytic Flash (Central, Recharge). Its central eye gives off a light flash from its central eye. Anyone who can see the flash (up to 30 feet) must make a Wisdom saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Hold Person (Left). The target humanoid is held, as the spell. However, if the target is already stunned it instead becomes enfeebled on a failed CON saving throw and deal half damage with all attacks that use STR, DEX or CON for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Hold Monster (Right). The target creature is held, as the spell. However, if the target is already stunned it instead becomes enfeebled on a failed CON saving throw and deal half damage with all attacks that use STR, DEX or CON for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Major Image (Both Eye Stalks). The eye of the deep concentrates its eye rays together to project a major image illusion. The illusion is generated at any point within range and in the eye of the deep’s line of sight. Seeing through the illusion requires a successful DC 15 Intelligence (Investigation) check.
Reactions
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the monitor – he does not need to be underwater for this to work. The area is heavily obscured for 1 minute, although a significant current or breeze can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Legendary Actions
Legendary (x1 if 4+ PCs/Henchmen, x2 if 6+ PCs/Henchmen, x3 if 8+ PCs/Henchmen)
• Eye Rays. Uses a random eye ray.
• Snap! Uses a claw attack.
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.
Sunken Lairs. Eyes of the deep typically lair in undersea caves, shipwrecks, or coral mazes. Unlike a true beholder, eyes of the deep have a limited ability to alter their environs as they lack the disintegration eye ray. Because of this, eyes of the deep often search for new, larger lairs as they grow as a hermit crab searches for ever larger shells. When a suitable lair is found, an eye of the deep bedecks it with a certain treasure they find appealing; gemstones, jewellery, statuary or the like.
Tricky Illusionists. The central eye of an eye of the deep is capable of producing an impressively realistic illusion to lure prey to its lair. When close enough, the eye of the deep swaps from using the illusory magic to a bright flash capable of blinding its prey. The eye of the deep can then paralyse the target, and close in for the kill.
Suggested Environments
Aquatic, Ocean, Sea, Underwater