This creature is a 5-foot wide orb dominated by a central eye and large serrated mouth. Hundreds of small seaweed-like bristles hang from the bottom of its body. Two large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from the top of its orb.
Speed 5 ft., swim 20 ft.
An eye of the deep floats slowly through the oceans searching for its prey. It attacks using its eye rays; then it grasps an opponent with its pincers and subjects the victim to its bite attack. An eye of the deep’s pincers are considered to be primary attacks.
Str 10, Dex 10, Con 14, Int 12, Wis 13, Cha 13
An eye of the deep’s stalked eyes allow it to see in all directions at once. It cannot be flanked.
Each of the creature’s eyes stalks can produce a magical ray once per round as a free action. The creature can aim both of its eye rays in any direction. Each of its eye rays resembles a spell cast by a 12th-level caster and follows the rules for a ray (see Aiming a Spell in the Core Rulebook). Each eye ray has a range of 150 feet and a save DC of 17. The save DC is Constitution-based.
Once per round, an eye of the deep’s central eye can produce a cone extending straight ahead from its front to a range of 30 feet. Creatures in the area must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Constitution-based.
An eye of the deep’s Flyby Attack feat allows it to take a move action and another standard action at any point during the move while swimming. It cannot take a second move action during a round in which it makes a flyby attack.
Organization solitary, pair, or cluster (3–6)
Eyes of the deep are found only in the deepest parts of the ocean, though on occasion one moves too close to the shoreline and ends up beaching on the sands. An eye of the deep stranded in this manner dies in 2d4 minutes unless placed back into the water.