The four eyestalks of a spectator could cause effects like the spells paralyze, inflict moderate wounds, fear, and confusion. Their main eye could turn spells back at the caster so long as they were in the nearby area and shooting at its face. Somewhat mild and even-tempered, they were even known to form friendships with other creatures, a trait that no other beholderkin or true beholder ever displayed. Killing creatures for any reason outside of duty or self-defense would lead most spectators to commit suicide in distress via self-imposed brain overload. A spectator's strong sense of justice dictated that creatures who did not intrude upon their duties had a right to live, and they would never attack a helpless opponent unless attacked via sly or cruel means. The greatest pleasure for most spectators was thwarting the forces of chaos and in defending valuable objects. They prided themselves on their guardianship and refused commands to do anything else until asked to guard something else or they were allowed to leave a summoner's grasp. After promising to do so, however, their loyalty to their summoner was absolute, guarding the object in question until their time was up. Spectators disliked guarding things for lesser lifeforms, which most mortal summoners would qualify as, and would only do so hesitantly. Years of isolation could result in spectators gaining personality quirks such as referring to themselves in the third person or adopting the voice of its summoner. Approached in this state they were still friendly and enjoyed discourse but would soon after request to be left alone so as to continue philosophizing. In their contemplative state, they were philosophers who would spend over a century pondering vast philosophical questions. Free-thinking spectators would wander the planes at will, openly, if cautiously, chatting with those they came across. They possessed two methods of behavior: a free-thinking mode and a contemplative mode. Spectators were vigilant and trustworthy, and could be relied upon to protect items in all but the most dire situations. Like regular beholders, they had a single main eye in the middle of their floating bodies. A spectator's skin was thick, lumpy, and rubbery, with numerous blood vessels visible on the surface. They had four eyestalks, as opposed to the typical ten of normal beholders, with two located on either side of the upper half of the body. The spectator magically creates enough food and water to sustain itself for 24 hours.Spectators had 3‒4 ft (0.91‒1.2 m) bodies, which weighed 250 lb (110 kg). The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.Ĭreate Food and Water. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.įear Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. If the target can’t attack, it does nothing on its turn. On its 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. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. It can use each ray only once on a turn.Ĭonfusion Ray. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. Hit: 2 (1d6 − 1) piercing damage.Įye Rays. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Monstrous Compendium Vol 3: Minecraft Creaturesīite.
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