Spectator

Monster Manual (2025) p. 289

Size
Medium
Type
aberration (beholder)
Alignment
lawful neutral
AC
14
Initiative
2
Hit Points
45 (7d8+14)
Speed
walk 5 ft., fly 30 ft. (hover)
Skills
Perception +6
Condition Immunities
exhaustion, prone
Senses
darkvision 120 ft.
Passive Perception
16
Languages
Deep Speech, Undercommon; telepathy 120 ft.
Challenge
3
Environment
underdark
STR
8
−1
DEX
14
+2
CON
14
+2
INT
13
+1
WIS
14
+2
CHA
11
+0

Traits

Proficiency Bonus

+2

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

Actions

Multiattack

The spectator uses Eye Rays twice.

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):

Eye Rays:

1d4Effect
1Confusion 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.
2Paralyzing 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.
3Fear 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.
4Wounding Ray: Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage.

Reactions

Spell Reflection

Trigger: The spectator succeeds on a saving throw against a spell, or a spell's attack roll misses it. Response: dDexterity Saving Throw: DC 12, one creature the spectator can see within 120 feet. Failure: 10 (3d6) Force damage.

Other data

description

Invoking mysterious rites involving four beholder eyestalks, a spellcaster can mold aberrant dreams into a beholder-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature's spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster's choice—typically a treasure or location. The spectator is a reliable guardian and allows only its summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won't abandon its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays. At the end of its service, a spectator might discorporate back into nothingness or wander away, seeking to learn more of the multiverse.