Spectator (CR 3)
Alignment: Usually lawful neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: all-around vision, Listen +11, and Spot +15
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 4d8+4 (22 hp)
Fort +5, Ref +5, Will +6
Speed: 5 ft., fly 30 ft. (good)
Space: 5 ft./5 ft.
Base Attack +4; Grapple -1
Attack: Eye rays +5 melee, bite +0 melee
Full Attack: Eye rays +5 melee, bite +0 melee
Damage: Bite 1d4+1
Special Attacks/Actions: Eye rays
Abilities: Str 12, Dex 12, Con 12, Int 14, Wis 15, Cha 15
Special Qualities: flight, spell reflection, SR 12
Feats: Alertness; Improved Initiative; Shot on the Run
Skills: Hide +6, Knowledge (arcana) +9, Knowledge (planes) +9, Listen +11, Search +13, and Spot +15
Advancement: 5-8 HD (Medium), 9-16 HD (Large)
Climate/Terrain: Any land and underground
Treasure/Possessions: Double standard
Eye rays (Su): A spectator has four eyestalks, which have the following abilities as a 10th-level sorcerer: create food and drink, hold monster, inflict serious wounds, and telepathy/suggestion*. The rays have a range of 120' and a save DC of 17, and any three of them can be aimed in the same direction.
*The fourth eye ray allows two-way telepathic communication with a single target, and the spectator can use detect thoughts on anyone it has telepathic contact with (save DC 15 to resist initial contact) and can attempt to implant a suggestion to leave in peace (save DC 15).
All-around Vision (Ex): A spectator has a +4 racial bonus to Spot and Search checks, and cannot be flanked.
Flight (Ex): A spectator's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 30'. This buoyancy also grants it a permanent feather fall effect with personal range.
Spell reflection (Su): A spectator's central eye can reflect back spells cast at it with a successful Reflex save (DC equal to save DC of spell). A spectator can only reflect spells cast by someone standing in front of it, and only spells targeted directly at itself; it cannot reflect area spells. Spell reflection is a free, voluntary action. If a spell is successfully reflected, the caster must make a save against the same DC to avoid the effects of the spell. Mind-affecting spells such as charm monster affect the caster as if they had been cast by the spectator. If the spell reflection fails, the spectator may still make a spell resistance check and normal saving throw against the spell. However, if a spell would normally allow a Reflex save, the spectator does not get this after attempting to reflect the spell, since it must position itself in the spell's path to reflect it.