Beholderkin Spectator (CR 4)
Medium Aberration (Extraplanar)
Alignment: Usually lawful neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., Listen +3, and Spot +14
Languages: Beholder and Common, telepath with target
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 4d8+8 (26 hp)
Fort +3, Ref +2, Will +5
Speed: 5 ft., fly 20 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: Eye rays +4 ranged touch attack and bite +3 melee
Full Attack: Eye rays +4 ranged touch attack and bite +3 melee
Damage: Bite 1d6
Special Attacks/Actions: Eye rays, spell-like abilities
Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 15
Special Qualities: flight, planar fast healing, spell turning, SR 12
Feats: AlertnessB; Flyby Attack; Improved Initiative
Skills: Knowledge (the planes) +9, Listen +3, Search +13, Sense Motive +8, Spot +14, and Survival +1 (+3 following tracks)
Advancement: 5-12 HD (Medium)
Climate/Terrain: Clockwork Nirvana of Mechanus
Organization: Solitary, pair, or cluster (3-6)
Lords of Madness
Although a spectator prefers to avoid combat entirely, it is by no means defenseless. If forced to fight or defend an object it is guarding, it is capable of inflicting great harm with its eye rays.
Eye Rays (Su): Each of a spectator's four small eyes can produce a magical ray once per round as a free action. During a single round, it can aim only one eye ray at targets in any one 90-degree arc (up, forward, backward, left, right, or down). A beholderkin of any kind can tilt and pan its body each round to change which rays it can bring to bear in any given arc. Each eye's effect follows the rules for a ray. Each ray has a range of 60 feet and a save DC of 14 (caster level 6th). The save DCs are Charisma-based. The four eye rays include:
- Fatigue: The target must make a Fortitude save or become fatigued. A fatigued creature that fails to save against this effect becomes exhausted.
- Inflict Moderate Wounds: This ray works like the spell, causing 2d8+6 points of damage (Will half).
- Hold Monster: The target must succeed on a Will save or be affected as though by the spell.
- Telepathy: A spectator can communicate telepathically with its target for the round. As a free action, a spectator can make a suggestion (as the spell; Will negates) to any creature it is currently telepathically speaking to.
- Spell-Like Abilities: 3/day - create food and water; 1/day - plane shift (DC 17). Caster level 6th. The save DCs are Charisma-based.
Flight (Ex): A spectator's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Planar Fast Healing (Ex): While on Mechanus, a spectator has fast healing 3.
Spell Turning (Su): A spectator's central eye produces a 90-foot cone that reflects any spell cast upon it by a creature within the cone back upon its source. This functions just like spell turning (caster level 6th). Up to one spell can be reflected per round.
All-Around Vision (Ex): Beholderkin are exceptionally alert and circumspect. Their many eyes give them a +4 on Search and Spot checks, and they can't be flanked.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.