AC
17
Initiative
+8 (18)
HP
143
(7d8 + 14)
Speed
5 ft., Fly 30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Skills
Perception +6
Immunities
Exhaustion, Prone
Senses
Darkvision 120 ft.; Passive Perception 16
Languages
Deep Speech, Telepathy 120 ft., Undercommon
CR
5 (XP 1,800; PB +3)
Actions
Multiattack. The spectator uses Eye Rays thrice.
Psychic Gaze. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: (2d6) psychic damage.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Eye Rays. The spectator randomly shoots one of the following magical rays at a target it can see within 90 feet of itself (roll 1d4; reroll if the spectator has already used that ray during this turn):
- Confusion Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target can’t take Reactions until the end of its next turn. On its next 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 that turn.
- Paralyzing Ray. Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
- Fear Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target has the Frightened condition until the end of its next turn.
- Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage.
Reactions
Spell Reflection. Trigger: The EYEBALL SPIRIT GUARDIAN succeeds on a saving throw against a spell, or a spell’s attack roll misses it. Response—Dexterity Saving Throw: DC 12, one creature the spectator can see within 120 feet. Failure: 10 (3d6) Force damage.
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