Spectator

Spectator

Medium aberration
Challenge

STR
−1
DEX
2
CON
2
INT
2
WIS
1
CHA
0

39
6d8+12
16
Soak
1
Fort
+3
Ref
+1
Will
+1
Defense note natural armor
Condition immunities prone

Speed 0 m., fly 5 m. (hover)
Skills Arcana +3 (14), Perception +2 (13)
Senses darkvision 20 m.
Languages Aklo, Undercommon, telepathy 20 m.

Spellcasting. The spectator uses Arcana (int) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 3 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: dampen spell, detect magic, mana burn, purge

Actions (1)

Bite. Melee Weapon Attack: +0 to hit. Hit: 2 (1d6 − 1) piercing damage.

Eye Rays (1/turn). The spectator shoots up to two of the following magical eye rays at random (reroll duplicates), choosing one to three creatures it can see within 20 meters of it:

  1. Confusion Ray: The target must succeed on a Difficulty 12 Will saving throw, or it is confused until the end of its next turn.

  2. Paralyzing Ray: The creature must succeed on a Difficulty 12 Fortitude saving throw or be paralyzed for 1 minute. The creature 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 creature must succeed on a Difficulty 12 Will saving throw or be frightened by the spectator for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  4. Wounding Ray: The creature must make a Difficulty 12 Fortitude saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.

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

Reactions

Spell Reflection. If the the spectator makes a successful saving throw against a spell, or a spell attack misses it, the the spectator can choose another creature (including the spellcaster) it can see within 5 meters of it. The spell targets the chosen creature instead of the the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack is reflected at the chosen creature.

Far Realm, Underdarkmm

Spells

As a reaction, which you use when a creature that you can touch or see within 10 meters casts a spell, you can dampen the spell, making it easier to avoid or resist. The attack is made with disadvantage or each creature makes the first saving throw against the spell with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

Counterspell. You can expend 1 additional mana to attempt to interrupt the spell instead of dampen it. Make a skill check using your spellcasting skill. The Difficulty equals the creature’s spell Difficulty + the spell’s effective mana. If you have identified the spell being cast, you have advantage on this skill check.

On a success, the creature’s spell fails and has no effect.

On a failure, you dampen the spell as normal.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

You gain a +1 bonus to your skill check for each additional mana expended.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

As an action, you pull magical energy out of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature doesn’t have mana or ki, the spell has no effect on it.

On a failure, it takes 1d10 force damage, loses 1 mana or 2 ki, and has disadvantage on saving throws to maintain concentration on a spell until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d10 and the target loses 1 additional mana for each additional mana expended.

  • Antimagic Rebuke. You can expend 1 additional mana to cast the spell as a reaction, which you use when a creature that you can touch or see within 5 meters of you succeeds on a saving throw against a spell. The spellcaster is the target, the damage changes to 1d6, and additional augments increase the damage by 2d6 instead of the normal increase.

As an action, a creature that you can touch or see within 10 meters can immediately repeat a saving throw against a magical effect afflicting it.