Beholderkin Spectator, Toril (CR 6)
Alignment: Usually lawful neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., Listen +9, and Spot +15
Languages: Beholder and Common, telepath with target
AC: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Hit Dice: 4d8+4 (22 hp)
Fort +2, Ref +1, Will +7
Speed: 5 ft., fly 30 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: Eye rays +5 ranged touch, bite -2 melee
Full Attack: Eye rays +5 ranged touch, bite -2 melee
Damage: Bite 1d4
Special Attacks/Actions: Eye rays
Abilities: Str 10, Dex 14, Con 12, Int 15, Wis 17, Cha 15
Special Qualities: Telepathy, spell turning, create food and water, flight, plane shift, SR 15
Feats: Alertness; Improved Initiative
Skills: Intimidate +6, Knowledge (arcana) +6, Listen +9, Search +12, Sense Motive +7, and Spot +15
Advancement: 5-8 HD (Medium-size); 9-16 HD (Large)
Climate/Terrain: Any land and underground
Treasure: Triple standard
Magic of Faerûn
Spectators are passive by nature and do not generally attack unless they or their possessions are threatened. Even then, their most likely first move is to persuade an opponent to leave. They do not abandon their posts unless killed or blinded.
Eye Rays (Su): Three of the four small eyes can produce a magical ray once per round, even when the spectator is attacking physically or moving at full speed. The creature can aim all its rays in any direction. The fourth eye's magic ability is not used in combat (see below).
Each eye's effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray (see Aiming a Spell). All rays have a range of 150 feet.
- Inflict Serious Wounds: This works just like the spell, causing 3d8+13 points of damage (Will half DC 16). The spectator prefers not to use this ability unless all other avenues have been exhausted.
- Hold Monster: As the spell (Will negates DC 17). Spectators rely on this if suggestion fails.
- Suggestion: As the spell (Will negates DC 15) with the activity suggested always to "depart in peace." The spectator prefers to defend its treasure in this way first, falling back on more aggressive abilities only if it fails.
Telepathy (Su): Spectators can communicate telepathically with any one creature within 100 feet that has a language.
All-Around Vision (Ex): spectators are exceptionally perspicacious, gaining a +4 racial bonus on Spot and Search checks. They cannot be flanked.
Spell Turning (Su): A spectator's central eye continuously produces a spell turning effect within a 150 foot-long cone extending straight ahead from the creature's front. It is otherwise exactly as spell turning cast by a 13th-level sorcerer and can reflect one spell of any level per round. The spectator can choose when to use this ability each round.
Create Food and Water (Su): As a full-round action, the spectator can use its fourth eyestalk to create food and water as the spell, producing enough nourishment to feed eight Medium-size creatures.
Flight (Ex): A spectator's body is naturally buoyant. This buoyancy allows it to fly as the spell, at a speed of 30 feet (good maneuverability), and grants it a permanent featherfall effect with personal range.
Plane Shift (Su): A spectator that is blinded can no longer guard its treasure and flees to another plane to recover. This ability resembles the plane shift spell but affects only the spectator. The creature returns once the blindness has been removed.