BEHOLDERKIN
Known as spheres of many eyes, beholderkin are perhaps the most dangerous of all the
aberrant species; certainly they are the most deranged. ELDER ORBS
Cruel and sadistic by their very nature, they delight in the torture and subjugation Most eye tyrants live for
of other creatures-even their own kind-and take pleasure in inflicting pain and suffering little over a century before
just as much. gradually falling prey to the
Indeed, there are few other creatures in existence that evoke as much terror and dread passage of time. On the rare
in mortals as beholderkin. occasion however, an eye
tyrant will live far beyond this
Eye Tyrant normal lifespan, continuing
Appearing as a large floating orb with a single oversized-central-eye, a gaping maw filled to grow larger and stronger
with rows of razor sharp teeth, and numerous smaller eye-stalks; eye tyrants, also known than other eye tyrants. The
as beholders, are paranoid, xenophobic, and hate filled creatures that seek to dominate, oldest and most powerful of
enslave, or destroy everything unlike themselves. these eye tyrants are known
The mind of an eye tyrant is an alien thing, and while it is their most powerful asset– as elder orbs. Practically
allowing them to foresee and prepare for any number of possibilities that may befall immortal, these eye tyrants
them–it is also their greatest weakness, as it makes them irrational, and drives them into are the epitome of the
uncontrolled fits of anger that leave their plans in tatters. species. Far larger, smarter,
While all eye tyrants share the same basic features their appearance can vary wildly and stronger than other eye
from one individual to the next, with seemingly infinite variations in size, shape, color, tyrants, they are served by
and textures. Regardless of how similar, or dissimilar, two eye tyrants may or many not numerous loyal followers, and
be, their meeting will almost inevitably result in conflict, with the two fighting until one spend the centuries mastering
has been driven away, forced into servitude, or destroyed. arcane magic, and amassing
vast troves of treasure, magic
EYE TYRANT CREATURE 13 items, and esoteric lore.
UNCOMMON LE LARGE ABERRATION
Perception +29; darkvision, all around vision
Language Aklo, Undercommon
Skills Acrobatics +22, Arcane +27, Athletics +19, Deception +24, Stealth +21, Survival +22
Str +4, Dex +5, Con +8, Int +9, Wis +7, Cha +7
AC 33; Fort +20; Ref +23; Will +26
HP 290; Immunities blindness, prone; Weakness cold iron 10
Speed fly 25 feet (buoyant)
Buoyant Eye tyrants are naturally buoyant. They don't fall, even if they didn't use a Fly
action on their turn.
Melee 1 bite +21, Damage 3d10+16 piercing
Melee 1 eye stalk +25 (agile), Damage 3d6+11 bludgeoning
Antimagic Cone (aura, abjuration, magical) 30 feet. The central eye of an
eye tyrant produces an area of antimagic. This area has the effect
of antimagic field and even effects the eye tyrant's own eye rays.
An eye tyrant can activate or suppress this ability as an action,
which has the concentrate trait.
Eye Rays 1 (concentrate, magical) Each of the eye tyrant's eye
stalks is capable of producing its own unique magical ray.
An eye tyrant targets a single creature it can see within 120
feet with one of the following spells effects.
• Charm Ray The stalk produces the effect of charm.
• Death Ray The stalk produces the effect of finger of death
• Disintegrate Ray The stalk produces the effect of disintegrate.
• Fear Ray The stalk produces the effect of fear.
• Petrify Ray The stalk produces the effect of flesh to stone.
• Sleep Ray The stalk produces the effect of sleep.
• Slow Ray The stalk produces the effect of slow
• Telekinetic Ray The stalk produces the effect of telekinetic manoeuvre.
Each of these effects has a DC 37 saving throw and a +29 to hit. An eye tyrant can't
use the same eye ray more than once per round.
1
Death Kiss
Known as a blood eye, death kiss' are created when eye tyrants experience nightmares
TYRANTS DREAM of extreme blood loss.
While eye tyrants are able to Like all beholderkin, a death kiss is easily recognisable by it's spherical body, single
reproduce biologically–an ill- huge eye, and tooth filled mouth, but unlike other beholderkin, the death kiss does not
understood process at best–in possess eye stalks, instead having numerous tendrils that end in mouth like appendages
rare cases they are known the death kiss uses to drain the blood it's victims.
to spontaneously create
beholderkin, bringing them DEATH KISS CREATURE 5
fully formed into existence. UNCOMMON NE LARGE ABERRATION
The exact mechanism behind Perception +17; darkvision
this remains a mystery, Language Aklo, Undercommon
but it occurs whenever Skills Acrobatics +14, Stealth +16, Survival +16
an eye tyrant experiences Str +2, Dex +5, Con +4, Int +6, Wis +6, Cha +6
particularly vivid nightmares. AC 19; Fort +12; Ref +16; Will +16
In most cases, the newly HP 91; Immunities blindness, electricity, prone; Weakness cold iron 5
created beholderkin will flee Lightning Blood The blood of the death kiss is an electrically charged
it's parent before they substance. A creature within 5-feet, that inflicts piercing or slashing
awaken, or damage to a death kiss, suffers 1d12 electricity damage with a basic
risk being Reflex saving throw (DC 24).
devoured. Speed fly 25 feet (buoyant)
Buoyant death kiss' are naturally buoyant. They don't fall, even if they
didn't use a Fly action on their turn.
Melee 1 tentacle +13 (agile, finesse, reach) Damage 2d6+6 piercing plus Grab
Blood Drain 1 (attack); Effect The death kiss drains the blood from a creature
it has grabbed. The target creature must attempt a DC 24 Fortitude saving
throw
Critical Success no effect
Success drained 1 and the death kiss gains 1d6 temporary hit points.
Failure drained 2 and the death kiss regains 2d6 temporary hit points.
Critical Failure as failure, and the target suffers 1d4 persistent bleed damage
Death Shiver 4 (electricity, magical); Trigger the death kiss' Hit Points reach 0; Effect
The death kiss releases the electricity stored in it's body. Every creature in a 20-foot
emanation takes 3d12 electricity damage, with a basic Reflex save (DC 26)
Eyeball
Diminutive and aggressive beholderkin that resemble full sized eye tyrants, eyeballs, or
gazers as they are sometimes known, come into existence when an eye tyrant is plagued
by feverish dreams in which their sense of proportion become warped.
While other beholderkin will quickly run from an eye tyrant upon creation, eyeballs
will often be adopted by the eye tyrant that spawned them, acting as aggressive and loyal
pets that eye tyrants find amusing. This however doesn't protect them from a hungry eye
tyrant, who often end up snacking on them when they're hungry.
EYEBALL CREATURE 0
UNCOMMON NE TINY ABERRATION
Initiative Perception +10; darkvision, all-around vision
Skills Deception +6, Stealth +9
Str +0, Dex +3, Con +0, Int -2, Wis +0, Cha +2
Sound Imitation An eyeball who succeeds at a Deception check to Lie can mimic the sound of
any speech is has heard in any language. They have a +4 circumstance bonus to this check.
AC 19; Fort +3; Ref +10; Will +6
HP 11; Immunities blindness, prone; Weakness cold iron 5
Speed fly 30 feet (buoyant)
Buoyant An eyeball is naturally buoyant. They remain airborne even if they didn't use a Fly
action on their turn.
2
Melee 1 bite +5, Damage 1d4+2 piercing
Eye Rays 1 (concentrate, magical); Frequency twice per round; Effect Each of an eyeballs four
eye stalks are capable of producing their own unique magical effect. An eyeball targets a DEEP SEA LAIRS
single creature it can see within 30 feet with one of the following spells effects. Eyes of the deep are only
• Frost Ray The stalk produces the effect of ray of frost found in deep waters,
• Daze Ray The stalk produces the effect of daze where they make their lairs
• Force Ray The stalk produces the effect of phase bolt in undersea grottoes, and
• Telekinetic Ray The stalk produces the effect of telekinetic projectile sunken ships. Often they will
Each of these functions as a 1st-level arcane cantrip with a DC 16 save and a +8 spell attack employ basic traps to protect
bonus. An eyeball cannot use the same ray more than once per round. their lairs, but are known
to coerce other creatures
Eye of the Deep into guarding their lairs. On
A distant relative of the eye tyrant that lair in deep waters. Eyes of the deep, or sea tyratns occasion they are known to
as they are sometimes known, are aquatic beholderkin that can be easily recognised by cooperate with other ocean
their distinct chitinous, lobster-like shells, two antenneae with eyes at their ends, and the dwelling creatures, such as
pair of claw like claws that seemingly replace the beholderkins eye-stalks. alghollthu, sea devils, and
ocean dwelling sea giants,
EYE OF THE DEEP CREATURE 8 though such relationships
UNCOMMON LE LARGE ABERRATION AQUATIC tend to be short lived and only
Perception +21; darkvision, wavesense (imprecise) 30-feet, all around vision when the eye of the deep is
Language Aklo, Aquan, Undercommon offered suitable reparations
Skills Acrobatics +15, Arcane +19, Athletics +17, Deception +18, Stealth +18, Survival +18 for their time.
Str +3, Dex +4, Con +6, Int +7, Wis +6, Cha +6
AC 26; Fort +18; Ref +20; Will +20
HP 170; Immunities baleful flash, blindness, prone; Weakness cold iron 5
Attack of Opportunity 5 Claws only
Speed fly 25 feet (buoyant); swim 30 feet
Buoyant an eye of the deep is naturally buoyant. It doesn't fall, even if it didn't use a Fly action
on it's turn, and does not sink or find itself pushed along the current it it does not use the
Swim action during it's turn.
Melee 1 bite +15, Damage 2d10+11 piercing
Melee 1 claw +18 (agile, finesse), Damage 2d6+8 piercing plus Improved Grab
Constrict 1 2d8+9 bludgeoning, DC 26
Baleful Flash 2 (evocation, incapacitation, light, mental, visual); Effect An
eye of the deep can generate a flash of light from it's central eye. Each
creature in a 30-foot cone must attempt a DC 26 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned for 1 round.
A tyrant of the deep can't use baleful flash against for 1d4 rounds.
Eye Rays 1 (concentrate, magical); Effect An eye of the deeps eye stalks
are capable of producing its own unique magical effect. An eye of
the deep targets a single creature it can see within 120 feet with
one of the following spells effects.
• Cold Ray The stalk produces the effect of ray of frost cast as a
4th-level cantrip.
• Paralyze Ray The stalk produces the effect of paralyze.
Each of these effects has a DC 30 saving throw and a +22 to hit. An eye of
the deep can use each ray once per round.
Projection 2 (auditory, concentration, illusion, olfactory, magical); Effect By combining its
eye rays, an eye of the deep is able to produce a powerful illusion. When the eye of the
deep uses this ability, it produces the effect of either illusory creature or illusory object as
a 2nd-level spell to a range of 60 feet, for 1 round. An eye of the deep can Sustain a Spell
to continue Projection, but once they stop the illusion vanishes. An eye of the deep cannot
use its eye rays while using Projection.