Arcane Eye (CR 14)

A large bulbous orb covered in rune carved chitinous plates with six tentacles hovers menacingly before you. Where a mouth should be are jagged tusks and multiple gill flaps that open and close rhythmically as its singular central eye stares unblinking at you. As its four large tentacles writhe, its two smaller tentacles, each ending in three digit-like protrusions move with grace, gathering arcane energies that coalesce in a globe of flames about to be unleashed with devastating effect. 

XP 38,400

NE Large aberration (aquatic)

Init +6; Senses darkvision 60 ft., low-light vision, all-seeing; Perception +27

DEFENSE

AC 25, touch 12, flat-footed 23 (+2 Dex, +1 dodge, +13 natural, –1 size)

hp 98 (13d8+39); aqueous regeneration, electricity healing

Fort +9, Ref +6, Will +15

Immune electricity; SR 15

Aura electricity (5 ft., 1d6 electricity)

OFFENSE

Speed 5 ft., fly 30 ft. (good), swim 30 ft.

Melee 4 tentacles +9 (1d6+2)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 13th; concentration +18)

Constant—analyze dweomer, read magic, true seeing

3/day—dispel magic (DC 18), passwall, spellcrasher (lesser) (DC 18)

1/day—black tentacles (DC 19), break enchantment (DC 20), siphon magic (DC 20)

Spells Known (CL 11th; concentration +16)

5th (5/day)acid spray (DC 20), feeble mind (DC 20) 

4th (7/day)ball lightning (DC 19), charm monster (DC 19), hallucinatory terrain (DC 19) 

3rd (7/day)aqueous orb (DC 18), call of the void (DC 18), fireball (DC 18), hold person (DC 18) 

2nd (7/day)daze monster (DC 17), fog cloud, invisibility, resist energy, shatter 

1st (8/day)person (DC 16), comprehend languages, corrosive touch (DC 16), magic missile (DC 16), wave shield (DC 16) 

0 (at will)acid splash (DC 15), detect magic, daze (DC 15), drench (DC 15), light, mage hand, message, open/close, penumbra 

STATISTICS

Str 15, Dex 14, Con 17, Int 18, Wis 15, Cha 21

Base Atk +9; CMB +12; CMD +16

Feats Alertness, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Mobility

Skills Acrobatics +18, Fly +22, Intimidate +17, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Perception +27, Spellcraft +20, 

Survival+15, Swim +23; Racial Modifiers +8 Perception, +8 Swim, +4 Fly

Languages Aklo, Aquan, Common, Undercommon; telepathy 100ft.

SQ amphibious

SPECIAL ABILITIES

All-Seeing (Su) 

An arcane eye’s central eye allows it to see all things as they really are. The arcane eye is under the constant effect of an analyze dweomer, read magic, and true seeing spell. 

Aqueous Regeneration (Su) 

An arcane eye gains regeneration 2 (healing 2 hit points per round) anytime it submerges itself completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Arcane eyes can heal up to 2 hit points per Hit Dice per day with this ability, after which it ceases to function. 

Electricity Healing (Su) 

Electricity damage heals an arcane eye 1 point of damage for every 3 points it would otherwise deal. If the amount would cause the arcane eye to exceed its full normal hit points, it gains any excess as temporary hit points--these temporary hit points last for 2 hours. 

Spells 

An arcane eye casts spells as an 11th-level sorcerer.

Water Breathing (Ex) 

An arcane eye breathes water and can use its spells and abilities underwater.

ECOLOGY

Environment any aquatic and underground; often found in sunken or ancient cities

Organization solitary

Treasure double

An arcane eye DESCRIPTION