Lightning Absorption. If the Clockwork Spectator is subject to lightning damage, the Spectator takes no damage, and instead regains health equal to the damage dealt.
Damaged Rays. If a critical hit is dealt to the Spectator with either a bludgeoning attack, a ranged attack, or if the Clockwork Spectator takes 15 or more thunder damage, roll 1d20+(damage dealt/3). On a 15 or higher, the lens is cracked, and the ray is treated as a 10 ft. cone, with the DC reduced to 12. On a 20 or higher, the lens is shattered. The Spectator can use the ray 1d2 times as a 30 ft. cone, with a DC reduced to 10. After the ray has been used it's final time, the Clockwork Spectator takes 4d6 lightning damage, and the end of the eye explodes.
Light Sensitivity. If something occurs that would shed bright or brighter light within a 10 ft. cone of the Spectator's main eye, (starting from the eye,) the Spectator must succeed on a DC 13 Constitution saving throw or have disadvantage on Perception checks for 1 minute. This also gives the target advantage on saving throws against rays. If the Spectator fails by more than 5, it is blinded for 1 minute.
Eye Rays. 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. It can use each ray only once on a turn.
1. Impact Ray. The target must succeed on a DC 15 Strength saving throw. On a failure, the target takes 20 (4d10) thunder damage, and is pushed back up to 15 feet. If this causes them to collide into anything else, roll 2d8, and divide the damage equally as bludgeoning. On a success, the target takes half damage, and is not pushed back.
2. Paralyzing Ray. The target must succeed on a DC 15 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. Petrification Ray. The target must succeed on a DC 15 Constitution saving throw or begin to turn to stone. Their speed is reduced to 0, and they have disadvantage on Dexterity saving throws. The next turn, they must make this saving throw again. On a success, the effect ends. On a failure, the target is petrified for 1 minute.
4. Energy Ray. The target must make a DC 15 Dexterity saving throw, taking 10 (2d10) fire and 10 (2d10) lightning damage on a failed save, or half as much damage on a successful one.
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 1) bludgeoning damage.
Ray Reflection. If the Spectator is targeted by a Magic Missile spell or any spell that uses a line for targeting, and passes the saving throw by more than 5, (because Magic Missile has no save, it is automatically reflected,) the Clockwork Spectator can choose one target it can see within 120 ft. of it, including the spellcaster. That creature is now subject to the spell instead, using the original spellcaster's stats.
Description
A Clockwork Spectator is a flying Gaiusmin that can be found anywhere, but typically targets adventurers, especially ones using magic like the Fly spell, or adventurers that were fortunate, or unfortunate, enough to come by an airship. Unlike actual Spectators, they don't have similar rays, they cannot bite, and the only eye that they actually use is the central one. The others are simply glass lenses, which can be cracked just like an Eye of Gaius. The central eye can be harmed if exposed to a particularly bright light, such as an explosion or a flash.
Construct Nature. The Clockwork Spectator doesn't require food, water, air, or sleep.
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