Page 142 - Lords of Madness: The Book of Aberrations
P. 142
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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