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Habitat: Underdark; Treasure: Any

Invoking mysterious rites involving four beholder eyestalks, a spellcaster can mold aberrant dreams into a beholder-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature’s spherical body.

A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won’t abandon its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays.

At the end of its service, a spectator might discorporate back into nothingness or wander away, seeking to learn more of the multiverse.

Actions

Multiattack. The spectator uses Eye Rays twice.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Eye Rays. The spectator randomly shoots one of the following magical rays at a target it can see within 90 feet of itself (roll 1d4; reroll if the spectator has already used that ray during this turn):

1: Confusion Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target can’t take Reactions until the end of its next turn. On its next 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 that turn.

2: Paralyzing Ray. Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

3: Fear Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target has the Frightened condition until the end of its next turn.

4: Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage.

Reactions

Spell Reflection. Trigger: The spectator succeeds on a saving throw against a spell, or a spell’s attack roll misses it. Response—Dexterity Saving Throw: DC 12, one creature the spectator can see within 120 feet. Failure: 10 (3d6) Force damage.


Spectator

Medium Aberration (Beholder), Lawful Neutral
  • Armor Class 14
  • Hit Points 45 (7d8 + 14)
  • Speed 5 ft., Fly 30 ft. (hover)
  • Initiative +2 (12)
STR
8 (-1)
DEX
14 (2)
CON
14 (2)
INT
13 (1)
WIS
14 (2)
CHA
11 (0)
  • Saving Throws Str -1, Dex +2, Con +2, Int +1, Wis +2, Cha +0
  • Skills Perception +6
  • Condition Immunities Exhaustion, Prone
  • Senses Darkvision 120 ft, passive Perception 16
  • Languages Deep Speech, Undercommon; telepathy 120 ft.
  • Challenge 3 (700 XP)
  • Habitat Underdark
  • Treasure Any

Actions


  • Multiattack. The spectator uses Eye Rays twice.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) Piercing damage.
  • Eye Rays. The spectator randomly shoots one of the following magical rays at a target it can see within 90 feet of itself (roll [[1d4]] (1d4); reroll if the spectator has already used that ray during this turn):
  • 1: Confusion Ray. *Wisdom Saving Throw:* DC 12. *Failure:* 5 (or [[2d4]] (2d4)) Psychic damage, and the target can't take Reactions until the end of its next turn. On its next 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 that turn.
  • 2: Paralyzing Ray. *Constitution Saving Throw:* DC 12. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
  • 3: Fear Ray. *Wisdom Saving Throw:* DC 12. *Failure:* 5 (or [[2d4]] (2d4)) Psychic damage, and the target has the Frightened condition until the end of its next turn.
  • 4: Wounding Ray. *Constitution Saving Throw:* DC 12. *Failure:* 16 (or [[3d10]] (3d10)) Necrotic damage. *Success:* Half damage.

Reactions


  • Spell Reflection. *Trigger:* The spectator succeeds on a saving throw against a spell, or a spell's attack roll misses it. *Response*—*Dexterity Saving Throw:* DC 12, one creature the spectator can see within 120 feet. *Failure:* 10 (or [[3d6]] (3d6)) Force damage.
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