Page 142 - Lords of Madness: The Book of Aberrations
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Treasure: Standard                                 Spell-Like  Abilities:  3/day—create  food  and  water;  1/
          Alignment: Usually lawful neutral                 day—plane shift (DC 17). Caster level 6th. The save DCs are
          Advancement: 5–12 HD (Medium)                    Charisma-based.
          Level Adjustment: —                                Flight (Ex): A spectator’s body is naturally buoyant. This

                                                           buoyancy allows it to fly at a speed of 20 feet. This buoyancy
          This  spherical  creature’s  leathery  body  is  crowned  with  four   also grants it a permanent feather fall effect (as the spell) with
          slender  eyestalks,  each  terminating  in  a  small   personal range.
          lidless eye. A fi fth eye, much larger than these,             Planar Fast Healing (Ex): While on Mecha-
          is  located  on  the  front  of  the  sphere,  above  a         nus, a spectator has fast healing 3.
          toothy maw.                                                          Spell Turning (Su): A spectator’s
                                                                          central eye produces a 90-foot cone that
          Spectators are the most moderate and calm of                       reflects  any  spell  cast  upon  it  by  a   MONSTERS  CHAPTER 8

          the beholderkin. Native to the Clock-                               creature within the cone back upon   NEW
          work Nirvana of Mechanus, these                                      its source. This functions just like
          extraplanar  beholderkin  are                                         spell turning (caster level 6th). Up

          encountered on the Material                                          to  one  spell  can  be  reflected  per
          Plane as guardians. Spectators                                      round.
          have  been  known  to  spend
          decades contemplating philo-
          sophical  and  theological  questions,  and                                  CILDABRIN
          engage adventurers and explorers in such                       Large Aberration
          conversations when they are encountered.                        Hit Dice: 11d8+55 (104 hp)
          They rarely attack others on sight,                              Initiative: +3

          and  they  prefer  to  flee  from                                 Speed: 50 ft. (10 squares), climb 20 ft.
          attacks by powerful creatures.                                        Armor  Class:  19  (–1  size,  +3
            Spectators are about 3 feet in                                           Dex, +7 natural), touch 12,

          diameter and weigh about                                                      flat-footed 16         Illus. by J. Nelson
          250  pounds.  They  speak                                                      Base  Attack/Grap-
          Beholder and Common.                                                           ple: +8/+23
                                                                                       Attack:  Pincer  +14
        Combat                                                                     melee (1d6+7)
          Although  a  spec-                                                      Full  Attack:  2  pincers  +14
          tator  prefers  to  avoid                                               melee (1d6+7), tail stinger +12
          combat entirely, it is by                                               melee (1d8+3 plus poison)
          no means defenseless. If                                   Spectator    Space/Reach: 10 ft./10 ft.
          forced to fight or defend                                                Special  Attacks:  Constrict

          an object it is guarding, it                       1d6+10, improved grab, poison, spell-like abilities

          is capable of inflicting great harm with its eye rays.  Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
            Eye Rays (Su): Each of a spectator’s four small eyes can   Saves: Fort +8, Ref +6, Will +7
          produce a magical ray once per round as a free action. During   Abilities: Str 24, Dex 17, Con 21, Int 11, Wis 10, Cha 13
          a single round, it can aim only one eye ray at targets in any one   Skills: Climb +22, Jump +22, Move Silently +10, Spot +11
          90-degree arc (up, forward, backward, left, right, or down). Each   Feats: Dodge, Mobility, Multiattack, Spring Attack
          ray has a range of 60 feet and a save DC of 14 (caster level 6th).   Environment: Underground
          The save DCs are Charisma-based. The four eye rays include:  Organization: Solitary
            Fatigue: The target must make a Fortitude save or become   Challenge Rating: 7
          fatigued. A fatigued creature that fails to save against this effect   Treasure: 50% coins, 50% goods, 50% items
          becomes exhausted.                                Alignment: Usually neutral evil
            Inflict Moderate Wounds: This ray works like the spell, causing   Advancement: 12–21 HD (Large); 22–33 HD (Huge)

          2d8+6 points of damage (Will half).               Level Adjustment: —
            Hold Monster: The target must succeed on a Will save or be
          affected as though by the spell.                  This spiderlike horror has long pincers in place of its forelegs,
            Telepathy: A spectator can communicate telepathically with   and a scorpion’s tail in place of the spider’s spinnerets. The body
          its target for the round. As a free action, a spectator can make   itself is chitinous and blue-black, but tufts of dark brown hair, like
          a suggestion (as the spell; Will negates) to any creature it is   those of a tarantula, grow out of the joints. The creature’s eight
          currently telepathically speaking to.             turquoise eyes don’t seem to refl ect any light.
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