BEHOLDER WATCHER – 5e stats

Large aberrations (beholders), neutral

Armor Class 13 (natural armor)
Hit Points 20 (3d10 + 3)
Speed 0 ft., fly 30 ft. (hover)

Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
14 (+2)10 (+0)13 (+1)3 (-4)11 (+0)7 (-2)

Saving Throws Int -2, Wis +2, Cha +0
Skills Perception +4
Condition Immunities Prone
Senses darkvision 120 ft., passive Perception 14
Languages Deep Speech, Undercommon
Challenge 1 (200 XP)

Eye Rays. The beholder watcher can use three of its eye rays at the end of each of its turns. Each ray has a range of 60 feet and targets one creature that the watcher can see. The target must succeed on a saving throw or be affected by the ray. The DC for the saving throws is 12. The watcher can use each ray only once per turn. The rays are:

  • True Seeing and ESP Ray. The target must make a Wisdom saving throw. On a failed save, the watcher can see through any illusions or invisibility affecting the target, and can read the target’s surface thoughts for 1 minute. The target knows that the watcher is probing its mind, and can use an action to make an Intelligence check contested by the watcher’s Intelligence check; if it succeeds, the effect ends. On a successful save, the target is unaffected.
  • Advanced Illusion and Demi-Shadow Magic Ray. The target must make an Intelligence saving throw. On a failed save, the watcher creates a complex illusion that affects the target’s senses, as the phantasmal force spell. The illusion lasts for 1 minute, or until the watcher uses this ray again. On a successful save, the target is unaffected.
  • Telekinesis and Teleport Ray. The target must make a Strength saving throw. On a failed save, the watcher can move the target up to 30 feet in any direction. The watcher can also choose to teleport the target to an unoccupied space within 60 feet of the watcher that the watcher can see. On a successful save, the target is unaffected.
  • Compound Eye Ray. The target must make a Charisma saving throw. On a failed save, the watcher can use one of the following effects on the target:
    • Message. The watcher can send a short telepathic message of 25 words or less to the target, and can hear a reply of the same length. The target recognizes the watcher as the sender.
    • Tongues. The watcher can understand any spoken language it hears from the target, and can speak any language the target knows.
    • Suggestion. The watcher can suggest a course of activity (limited to a sentence or two) that the target must follow, as the suggestion spell. The suggested course of action can continue for the entire duration, or the watcher can end it as a bonus action. The suggestion is worded in such a manner as to make the course of action sound reasonable. On a successful save, the target is unaffected.

Innate Spellcasting. The watcher’s innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no components:

  • At will: detect magic
  • 3/day each: invisibility (self only), levitate

Keen Sight. The watcher has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) lightning damage. The target must succeed on a DC 12 Constitution saving throw or fall unconscious 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


Beholder Watcher: The Eye Spy

Beholders are among the most feared and hated creatures in the multiverse, known for their paranoia, cruelty, and magical power. But not all beholders are alike. Some are less aggressive and more curious, preferring to observe and gather information rather than dominate and destroy. These are the beholder watchers, the spies and scouts of the eye tyrant race.

DESCRIPTION

A beholder watcher is a smaller and weaker version of a typical beholder. It has a spherical body about six feet in diameter, covered in pebbly skin that ranges from purple to brown. It has three large eyes arranged around its equator, each with two different magical abilities. On top of its body is a compound eye that can use three more powers, and a ring of six eye spots that give it a 360-degree vision. On the bottom of its body is a small mouth with a raspy tongue, and a long tentacle with a barbed pad that can deliver a powerful electric shock.

A beholder watcher is not as intelligent or charismatic as a normal beholder, but it is still cunning and resourceful. It can communicate telepathically with other beholders, and can speak and understand several languages, such as Deep Speech and Undercommon. It can also cast some innate spells, such as detect magic, invisibility, and levitate.

COMBAT

A beholder watcher is not a fierce warrior, but rather a stealthy infiltrator and a cunning manipulator. It prefers to avoid direct confrontation, using its abilities to create illusions, teleport, and suggest courses of action that benefit its goals. It can also use its eye rays to spy on its enemies, reading their thoughts, seeing through their disguises, and influencing their minds.

If cornered or threatened, a beholder watcher can use its eye rays to defend itself, causing various effects such as telekinesis, charm, or disintegration. It can also attack with its tentacle, which can stun its foes with an electric shock. A beholder watcher is always aware of its surroundings, and will try to escape if the odds are against it.

HABITAT / SOCIETY

A beholder watcher lives in the Underdark, usually in a lair that is connected to a larger beholder colony. It serves as a spy, scout, or messenger for its master, who is usually a more powerful beholder or a beholder hive mother. A beholder watcher is loyal to its master, but also fearful of its wrath. It will obey its orders without question, but will also try to avoid being blamed for any failures or mistakes.

A beholder watcher is curious and inquisitive, always seeking new information and secrets. It will often venture into other regions of the Underdark, or even the surface world, to observe and learn about other creatures and cultures. It will use its abilities to disguise itself, infiltrate, and manipulate, sometimes for a specific purpose, and sometimes just for fun. A beholder watcher is not as xenophobic or megalomaniacal as a normal beholder, but it is still arrogant and selfish. It will not hesitate to betray or harm anyone who stands in its way, or who has something it wants.

ECOLOGY

A beholder watcher is a carnivore, feeding on carrion and stunned prey. It does not need to eat often, as it can sustain itself with its innate magic. It does not sleep, but rather enters a state of meditation, during which it can still use its eye rays. It does not age, but can be killed by violence or disease.

A beholder watcher reproduces by budding, a process that involves growing a smaller version of itself from its body. This process is triggered by the beholder’s dreams, which are influenced by its subconscious desires and fears. The new beholder is usually identical to its parent, but sometimes it can have different features or abilities, depending on the nature of the dream. A beholder watcher does not care for its offspring, and will often abandon or kill them, unless ordered otherwise by its master.