Medium Aberration, Lawful Neutral
Armor Class 16 natural
Hit Points 87 (10d10 + 30)
Speed 0 ft., fly 50 ft.
STR
12 (+1)
DEX
14 (+2)
CON
17 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws INT +4
Skills Arcana +6, Perception +6
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Prone
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Daelkyr, Deep Speech, Telepathy 120 ft., Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) piercing damage.

Eye Rays. The acrid spectator shoots up to three of the following magical eye rays at one, two or three creatures it can see within 60 feet of it. It can use each ray only once on a turn.

  1. Confusion Ray. The target must succeed on a DC 14 Wisdom saving throw, or it can’t take reactions until the end of its next 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. If the target can’t attack, it does nothing on its turn.
  2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed 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.
  3. Fear Ray. The target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the acrid spectator is visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a DC 14 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.
  5. Psychic Ray. The target must succeed on a DC 14 Intelligence saving throw or take 27 (6d8) psychic damage.
  6. Acid Ray.  +6 to hit, one target. The target takes 27 (6d8) acid damage on a hit.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Reactions

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. 

Acrid Boils. If the acrid spectator takes damage from a melee attack within 5 ft, the attacking creature must succeed on a Dexterity saving throw (DC 14) or take 3d6 acid damage as they are splashed with acrid puss as the boils burst at the impact. 

Description

An acrid spectator is a lesser type of beholder — an acrid smelling and deadly aberration. It resembles a floating sphere with a gaping maw and a single great eye, set within six eye stalks that are six smaller eyes that shoot six deadly rays. It has pulsing boils covering it's skin in random locations that burst on impact to spray an acidic puss on foes that dare assail it with melee assaults. 

Monster Tags: Beholder

Habitat: Underdark

Merridian

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