Eye of Mu

Large aberration, lawful evil

Armor Class 18 (natural armor)
Hit Points 266 (19d10 + 76)
Speed 5 ft., swim 20 ft.

20 (+5) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

Saving Throws Int +8, Wis +7, Cha +8
Skills Perception +12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities prone
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 22
Languages Aklo, Aquan, Common
Challenge 13 (10,000 XP)

Special Traits

  • Diluvian Diver. An eye of Mu never takes damage from water pressure.
  • Hyper-Awareness. An eye of Mu’s eyestalks allow it to see in all directions at once. It cannot be surprised.
  • Legendary Resistance (3/Day). If the eye of Mu fails a saving throw, it can choose to succeed instead.
  • Swim-by. The eye of Mu doesn’t provoke opportunity attacks when it swims out of an enemy�s reach.
  • Metamorphic Molt (Recharges after a Short or Long Rest). If an eye of Mu is reduced to 0 hit points, it doesn�t die or fall unconscious. Instead, it ejects its outer shell, regains 133 hit points, has -2 to its AC, and moves up to its speed without provoking opportunity attacks. All ongoing negative effects are also ended when this transformation takes place. The penalty to the eye of Mu�s AC is removed when it completes a long rest.
  • Mirages of Mu. An eye of Mu can combine the power of its eye rays to create a 6th-level major image powered with psychic energy giving the image some depth and “realness”. The illusion can be of anything within the spells limitations but whatever is created as 25% of the original items hit points and all of its other statistics. For example, an eye of Mu creates a Mirages of Mu giant shark. This creature has a shadowy cast to it and 25% of the real creatures hit points but is otherwise identical to the original. It takes the eye of Mu 1 minute to create an image. 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 (DC 18 Wisdom saving throw) when attempting to disbelieve become shaken have disadvantage on further attempts to disbelieve the illusion as long as they can see the illusion. A creature rolling a natural 1 on a Wisdom save to disbelieve an eye of Mu�s illusions is affected as dream the next time it sleeps.


  • Multiattack. The eye of Mu uses stun cone, pincers then shoots an eye ray. It may also bite a grappled target.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
  • Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The eye of Mu has two pincers, each of which can grapple only one target.
  • Stun Cone. An eye of the deep�s central eye can, once per round, produce a 90-foot cone that stuns all creatures for 1 minute on a failed DC 18 Constitution saving throw. Creatures may repeat the saving throw at the start of their turn to end this condition.
  • Eye Rays. The eye of Mu shoots one of the following magical eye rays, choosing one to three targets it can see within 120 feet of it:
  1. Left Eye � Draining ray. The targeted creature takes 7 (2d6) necrotic damage and must succeed on a DC 18 Constitution saving throw or be have disadvantage on ability checks, attack rolls, and saving throws based on Strength for 1 minute. During this time, it also deals one-half damage with all attacks that use Strength. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the save fails, the target remains enfeebled and takes an additional 7 (2d6) necrotic damage.
  2. Right Eye � Lingering paralysis ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns. A creature successfully saving against its eye ray is slowed (as the slow spell) for 1 minute, and can repeat the saving throw as above each round to end the slow effect.
  3. Both Eyes – Mirages of Mu. See the related trait.

Legendary Actions

The eye of Mu can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The eye of Mu regains spent legendary actions at the start of its turn.

  • Eye Ray. The eye of Mu uses one random eye ray. When the eye of Mu uses its metamorphic molt, it can use the following legendary actions for 1 hour.
  • Numbing Pincers. The eye of Mu makes two attacks with its pincers. If both attacks hit the same creature, it takes an extra 7 (2d6) poison damage and must succeed on a DC 18 Constitution saving throw or become paralyzed until the start of the eye of Mu’s next turn.
  • Toxic Tendrils. The eye of Mu’s tendrils surrounds it in a beautiful display of deep-sea beauty. All creatures within 10 feet of the eye of Mu must make DC 18 Constitution saving throw or become poisoned and paralyzed until the start of the eye of Mu’s next turn.


These ancient creatures resemble 5-foot wide scaly orbs, with iron-hard carapaces bedecked with spines and sensory tendrils. Their bodies are dominated by a massive pale central eye and gaping maw with a forest of curved fangs. Hundreds of small seaweed-like bristles hang from the bottom of its body, while two large crab-like pincers protrude from its body and a pair of long, thin eyestalks sprout from the top of its orb, these eyes glowing like lures.

Ocean Masters. Eyes of Mu hunt the pelagic depths of ocean trenches, using the mystical radiance of their eyestalks to entrance their enemies and draw them into the deeps where they may feast upon them at their leisure. They also haunt the diluvian ruins of ancient empires, some inundated by past cataclysms and others fully aquatic realms that may have been wholly unknown to those on the surface. They often dominate pods of lesser eyes of the deep and other aquatic species, manipulating them and using them as their agents in schemes for power.

Section 15: Copyright Notice

Mythos Monsters (5E) © 2020, Legendary Games; Authors Michael "solomani" Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

This is not the complete section 15 entry - see the full license for this page