Monster
Spectator
Official reference · XMM · 2024
- Creature type
- Aberration
- Size
- Medium
- Armor class
- 14
- Hit points
- 45 (7d8 + 14)
- Speed
- Walk 5 ft., Fly 30 ft. (hover)
- Challenge rating
- 3
- Alignment
- Lawful Neutral
- Strength
- 8
- Dexterity
- 14
- Constitution
- 14
- Intelligence
- 13
- Wisdom
- 14
- Charisma
- 11
- Passive Perception
- 16
- Skills
- perception: +6
- Senses
- Darkvision 120 ft.
- Languages
- Deep Speech, Undercommon; telepathy 120 ft.
- Condition Immunities
- exhaustion, prone
Actions
Multiattack
The spectator uses Eye Rays twice.
Bite
Melee Attack: +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.