Mythic Eye of Mu

Mythic Eye of MU CR 7/MR 3

XP 3,200
LE Medium aberration (aquatic, mythic, mythos)
Init +7MF; Senses all-around vision, darkvision 60 ft., see in darkness (underwater only), tremorsense 60 ft. (underwater only); Perception +18

DEFENSE

AC 18, touch 10, flat-footed 18 (+8 natural)
hp 99 (10d8+54)
Fort +6, Ref +5, Will +10
DR 5/epic

OFFENSE

Speed 5 ft., swim 20 ft.
Melee 2 pincers +7 (1d8 plus grab), bite +7 (1d6), 2 tendrils +2 (1d3 plus poison)
Ranged eye rays +7 ranged touch
Special Attacks constrict (1d8), lingering paralysis, mirages of Mu, mythic power (5/day, surge +1d6), toxic tendrils

STATISTICS

Str 10, Dex 10, Con 16, Int 12, Wis 13, Cha 13
Base Atk +7; CMB +7 (+11 grapple); CMD 17 (can’t be tripped)
Feats Extra Mythic Power, Improved Initiative, Improved Natural Attack (pincers), Iron Will, Lightning Reflexes, Swim-By Attack
Skills Knowledge (nature) +14, Perception +18, Stealth +13, Survival +14, Swim +21; Racial Modifiers +4 Perception
Languages Aklo, Aquan, Common
SQ diluvian diver

SPECIAL ABILITIES

Diluvian Diver (Ex)

A mythic eye of mu never takes damage from water pressure and gains tremorsense 60 feet and the see in darkness ability underwater.

Eye Rays (Su)

Each of the creature’s eyes stalks can produce a magical ray once per round as a free action, aiming each ray a a target within 150 feet. All eye ray effects have a Will save DC of 18. The save DC is Constitution-based.

  • Left eye—A humanoid struck by this ray is affected as hold person.
  • Right eye—A creature struck by this ray is affected as hold monster.
  • Both eyes—By combining the rays of both eyes, a mythic eye of Mu can create a major image or more powerful illusion at any point within range and within line of sight (see below).

Lingering Paralysis (Su)

A creature successfully saving against a mythic eye of Mu’s eye rays is slowed (as the slow spell) for 1 round, whether on the initial save or a save to break free of paralysis. A mythic creature can move normally after this time, but a non-mythic creature must save again at the beginning of each turn thereafter to negate the slow effect.

Mirages of Mu (Su)

A mythic eye of Mu can combine the power of its eye rays to create a major image. If it expends one use of its mythic power, it can instead create a shadow conjuration or persistent image. Any illusions it creates are dispelled if it creates a new illusion. The illusions it creates are unremarkable at first glance, but upon closer inspection (such as when making a Will save to disbelieve) horribly twisted and alien. Creatures failing their save when attempting to disbelieve become shaken as long as they have line of sight to an illusion they believe is real and for 1d4 rounds thereafter. A creature rolling a natural 1 on a Will save to disbelieve a mythic eye of Mu’s illusions is affected as nightmare the next time it sleeps.

Stun Cone (Su)

An eye of Mu’s central eye can, once per round, produce a cone that stuns all creatures for 2d4 rounds (DC 18 Fort negates). The save DC is Constitution-based.

Toxic Tendrils (Ex)

A mythic eye of Mu trails a cluster of gossamer stinging strands like a jellyfish below its body. These strands do little damage but carry a paralytic venom that can rapidly render a creature helpless.

Toxic Tendrils—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. The save DC is Constitution-based.

ABOUT

Environment any aquatic
Organization solitary, pair, or cluster (3–6)
Treasure standard

This horrible monstrosity is covered in rough chitinous plates and an array of spikes, but its most fearsome features are its gulping toothy maw and its massive central eye, flanked by a pair of eyestalks tipped in glowing orbs.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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