Medium aberration (beholder), lawful neutral
Armor Class 14 (natural armor)
Armor Class (suggested) 14 (frontal), 11 (flanks), 10 (rear)
Hit Points 39 (6d8 + 12)
Hit Points (suggested) 26 (4d8 + 8)
Speed 0 ft., fly 30 ft. (hover)
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 14 (+2) | 13 (+1) | 14 (+2) | 11 (+0) |
Skills Perception +4, Stealth +4
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 3 (700 XP)
Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.
ACTIONS
- Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) piercing damage.
- Bite (suggested). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.
- Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
- 1- Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
- 2- Paralyzing Ray. The target 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.
- 3- Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
- 4- Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
REACTIONS
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
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
DESCRIPTION
A spectator is a lesser form of a beholder, a spherical creature with a large central eye and four eyestalks. It has a mouth full of sharp teeth and a tough hide that ranges from dark brown to gray. A spectator is about 4 feet in diameter and weighs about 250 pounds. A spectator is usually summoned from another plane to guard a treasure or a location for up to 101 years, after which it disappears. A spectator is loyal to its summoner and will not harm or hinder them unless commanded to do so by a higher authority.
COMBAT
A spectator can see in all directions at once, making it immune to surprise and flanking. It can also communicate telepathically with any creature within 120 feet that has a language. A spectator has four eyestalks, each of which can produce a magical ray once per round as a free action. The rays are: confusion, paralyzation, fear, and wounding. The target of each ray must make a saving throw to avoid the effect. The DC for the saving throw is 13 + the spectator’s Charisma modifier. A spectator can also use its central eye to create a spell reflection field in a 60-foot cone. Any spell cast at the spectator from within this cone has a chance of being reflected back at the caster, as described in the content.
HABITAT / SOCIETY
A spectator lives in the place where it is summoned, usually a dungeon, a vault, or a temple. It guards the treasure or the location entrusted to it by its summoner, and will not leave unless certain conditions are met, as described in the content. A spectator is not interested in acquiring more treasure or power, but it will defend its charge from any intruders or threats. A spectator is usually solitary, but it may occasionally encounter other spectators or beholders. A spectator will not attack another spectator unless provoked or ordered by its summoner, but it will avoid beholders, who consider spectators to be abominations and enemies.
ECOLOGY
A spectator does not need to eat, drink, or breathe, but it does sleep for about 8 hours per day. A spectator does not reproduce naturally, but it can be created by casting a special spell with certain material components, as described in the content. A spectator is not affected by aging and does not die of natural causes. A spectator can be killed by physical or magical means, but it can also be banished back to its home plane by destroying its eyes or fulfilling its contract. A spectator’s body does not decay and can be used as a source of rare materials for crafting or research.