Legendary Resistance (3/Day). If Vizdrarsiaph fails a saving throw, they can choose to succeed instead.
Antimagic Cone. Vizdrarsiaph’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Vizdrarsiaph decides which way the cone faces and whether the cone is active. The area works against Vizdrarsiaph’s own eye rays.
Spellcasting. Vizdrarsiaph is a 14th-level spellcaster. They’re spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Visdrarsiaph has the following wizard spells prepared:
Cantrips (at will): mage hand, fire bolt, chill touch
1st level (4 slots): detect magic, magic missile, shield, ice knife
2nd level (3 slots): shatter, detect thoughts, invisibility, mirror image
3rd level (3 slots): lightning bolt, counterspell, dispel magic, fireball
4th level (3 slots): fire shield, dimension door
5th level (2 slots): arcane hand, scrying
6th level (1 slot): chain lightning, globe of invulnerability
7th level (1 slot): prismatic spray, plane shift
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage plus 5 (2d4) poison damage.
Ion Cannon (1/day). Vizdrarsiaph summons a powerful stream of lightning within 120 feet of them, they can then select 1 creature of choice, that creature must succeed on a DC 16 constitution saving throw, taking 63 (14d8) lightning damage on a failed save, and half as much on a successful one.
Eye Rays. Vizdrarsiaph shoots up to two of the following magical eye rays at one or two creatures they can see within 90 feet of it. They can use each ray only once on a turn.
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Confusion Ray. The target must succeed on a DC 16 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.
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Paralyzing Ray. The target must succeed on a DC 16 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.
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Fear Ray. The target must succeed on a DC 16 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 spectator is visible to the target, ending the effect on itself on a success.
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Psychic Ray. The target must make a DC 19 Constitution saving throw, taking 38 (7d10) force damage on a failed save, or half as much damage on a successful one.
Create Food and Water. Vizdrarsiaph magically creates enough food and water to sustain itself for 24 hours.
Spell Reflection. If Vizdrarsiaph makes a successful saving throw against a spell, or a spell attack misses it, Vizdrarsiaph can choose another creature (including the spellcaster) it can see within 60 feet of it. The spell targets the chosen creature instead of Vizdrarsiaph. 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.
Vizdrarsiaph can take 3 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vizdrarsiaph regains spent legendary actions at the start of its turn.
Cantrip. Vizdrarsiaph casts a cantrip
Eye Ray. Vizdrarsiaph uses one of their eye rays
Description
Vizdrarsiaph. A powerful aberration to terrorize your party with.
A spectator is a lesser type of beholder—a foul and deadly aberration. It resembles a floating sphere with a gaping maw and a single great eye, set within four eyestalks that shoot forth deadly rays.
Vizdrarsiaph, or also known as Vizdrar used to be a normal Spectator, but due to an unknown highly powerful spell he attained enhanced abilities that rival those of beholder’s, after discovering his newfound power Vizdrar wanted to create their own nation, but they knew despite their new powers they needed more and needed help. So he acquired 4 powerful beings to assist him, even then Vizdrar continued his search for power, and learned how to cast spells.







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