Dread Eyebeast
This monster is no hydra, although it bears a superficial resemblance to one. Instead of snake-like heads it has many long necks each ending in an enormous alien eye that oozes with yellowish fluid. The eyes periodically emit flashes of magical energy.

Dread Eyebeast (CR 14, XP 38,400)
LE Huge aberration
Init +5; Senses all-around vision, blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +19
AC 24, touch 9, flat-footed 23
(+1 Dex, +15 natural, -2 size)
hp 104 (11d8+55); fast healing 11
Fort +10; Ref +4; Will +8
Speed 20 ft., swim 20 ft.
Melee bite +14 (2d8+12) and Ranged 10 eye rays +7 (see below)
Space 15 ft.; Reach 10 ft.
Str 26, Dex 13, Con 21, Int 12, Wis 12, Cha 15
Base Atk +8; CMB +18; CMD 29 (33 vs. trip)
Feats Alertness, Combat Reflexes, Great Fortitude, Improved Initiative, Shot on the RunB, Point Blank Shot
Skills Climb +22, Intimidate +16, Perception +19, Sense Motive +3, Stealth +7, Swim +30
Languages Aklo, Undercommon
SQ eyebeast traits, regenerate eyestalk
Environment marsh, underground
Organization solitary
Treasure standard
Special Abilities
Eye Rays (Su) A dread eyebeast’s eyes can produce 10 different magical rays, each with a range of 150 ft. Each ray can be fired once per round, even when the eyebeast is attacking physically or moving. Each eye ray acts as the spell cast by a 13th level caster and a save DC 17. The save is Charisma-based.

Dread Eyebeast Traits (Ex) A dread eyebeast can be killed by severing all of its eyestalks or slaying its body. Any attack that is not an attempt to sever an eyestalk affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever an eyestalk, an opponent must make a sunder attempt with a slashing weapon targeting a head. An eyestalk is considered a separate weapon with hardness 0 and hit points equal to the eyebeasts’s HD. To sever an eyestalk, an opponent must inflict enough damage to reduce the eyestalk’s hit points to 0 or less. Severing an eyestalk deals damage to the eyebeast’s body equal to the dread eyebeast’s current HD. A dread eyebeast can’t attack with a severed eyestalk, but takes no other penalties.
**Regenerate Eyestalk (Ex) When a dread eyebeast’s eyestalk is destroyed, two eyestalks with the same power regrow in 1d4 rounds. A dread eyebeast cannot have more than twice its original number of eyestalk at any one time. To prevent new eyestalks from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A dread eyebeast doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.

Dread eyebeasts are viciously territorial, normally attacking any creature that “invades” their terrain. They are intelligent enough not to assault an invader who appears mightier than they are; similarly, if weaker intruders are capable of communicating with them and skilled at diplomacy, dread eyebeasts may be found willing to allow them to pass in exchange for a bribe of great riches or a potent magic item. When they do engage in combat, dread eyebeasts prefer to remain at a distance and use their eye rays, but they have no compunction about biting an opponent who comes close enough. They sometimes use their telekinesis power to drag opponents into their maw.

Beings close to a dread eyebeast’s territory may breathe a sigh of relief that there is no ‘mating season’ for such creatures, and they do not have anything resembling a culture, though they are fairly intelligent. Once a year a dread eyebeast will ‘drop’ 1d3 tentacles, that will swim quickly away and slowly reverse-regenerate into adult dread eyebeasts. Timing would have to be extremely right to catch an eyebeast with that small vulnerability.

Eyebeast Spawn
Eyebeast-spawn appear as weird, water-snakelike creatures with a rudimentary mouth on one end, and a functioning eye-weapon on the other. These spawn are often indicators that an adult eyebeast is nearby.

Eyebeast Spawn (CR 2; XP 600)
N Medium aberration
Init +5; Senses blindsense 30 ft., darkvision 60 ft.; Perception +6
AC 14, touch 11, flat-footed 13
(+1 Dex, +3 natural)
hp 13 (2d8+4); fast healing 2
Fort +2, Ref +1, Will +4
Speed 10 ft., swim 20 ft.
Melee bite +2 (1d6+1) and ranged eye ray +2 (see below)
Str 12, Dex 13, Con 14, Int 3, Wis 13, Cha 10
Base Atk +1, CMB +2, CMD 13 (can’t be tripped)
Feats Improved Initiative
Skills Perception +6, Swim +9
SQ reverse regenerate
Environment marsh, underground
Organization solitary
Treasure none
Special Abilities
Eye Rays (Su) An eyebeast spawn can produce a single magical ray with a range of 30 ft. Each ray acts as the spell cast by a 4th level caster and with a save DC of 11. The save DC is Charisma-based.

Reverse Regeneration (Ex) An eyebeast spawn will regenerate into a dread eyebeast over a period of nine weeks. Each week it gains a Hit Die, an additional eyestalk, and an additional point of fast healing. At 6 HD is it Large in size and it reaches it full size at 11 HD.

On Porphyra
Deep within the ruins of the civilization once known as the Empire Karkoon lives a terrible eyebeast. This foul creature is an abomination to even other eyebeasts. Gargantuan in size the Terrible Eyebeast of Karkoon possesses the advanced, giant, wyvern-spawn and typhoon-kissed template (see the Otyughnomicon for wyvernspawn and typhoon-kissed templates).