18 (natural armor)
144 (16d10+48)
0 ft., swim 30ft.
Int +4, Wis +5, Cha +5
Perception +5
prone
darkvision 120 ft.
Aquan, Deep Speech
8
The eye of the deep can breathe air and water.
The eye of the deep's central eye emits a 120-foot cone of blinding light. At the start of each of its turns, the eye of the deep decides which way the cone faces and whether the cone is active. Creatures that start their turn in the cone must make a successful DC 14 Constitution saving throw or be blinded until the beginning of their next turn.
The eye of the deep makes three melee attacks, one with its bite and two with its pincers.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 11 (2d6+4) slashing damage
The eye of the deep shoots both of its magical eye rays, choosing targets for each it can see within 120 feet of it. 1. Paralyzing Ray. The targeted creature must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Slowing Ray. The targeted creature must succeed on a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.