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Cildabrin
Treasure: Standard Alignment: Usually lawful neutral Advancement: 5–12 HD (Medium) Level Adjustment: —
This spherical creature’s leathery body is crowned with four slender eyestalks, each terminating in a small lidless eye. A fi fth eye, much larger than these, is located on the front of the sphere, above a toothy maw.
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Spectators are the most moderate and calm of the beholderkin. Native to the Clockwork Nirvana of Mechanus, these extraplanar beholderkin are encountered on the Material Plane as guardians. Spectators have been known to spend decades contemplating philosophical and theological questions, and engage adventurers and explorers in such conversations when they are encountered. They rarely attack others on sight, and they prefer to fl ee from attacks by powerful creatures. Spectators are about 3 feet in diameter and weigh about 250 pounds. They speak Beholder and Common.
Combat
A lthough a spectator prefers to avoid combat entirely, it is by no means defenseless. If forced to fi ght or defend an object it is guarding, it is capable of infl icting great harm with its eye rays.
Eye Rays (Su): Each of a spectator’s four small eyes can produce a magical ray once per round as a free action. During a single round, it can aim only one eye ray at targets in any one 90-degree arc (up, forward, backward, left, right, or down). Each ray has a range of 60 feet and a save DC of 14 (caster level 6th).
The save DCs are Charisma-based. The four eye rays include:
Fatigue: The target must make a Fortitude save or become fatigued. A fatigued creature that fails to save against this effect becomes exhausted.
Infl ict Moderate Wounds: This ray works like the spell, causing 2d8+6 points of damage (Will half ).
Hold Monster: The target must succeed on a Will save or be affected as though by the spell.
Telepathy: A spectator can communicate telepathically with its target for the round. As a free action, a spectator can make a suggestion (as the spell; Will negates) to any creature it is currently telepathically speaking to.
Spell-Like Abilities: 3/day—create food and water; 1/ day—plane shift (DC 17). Caster level 6th. The save DCs are Charisma-based.
Flight (Ex): A spectator’s body is naturally buoyant. This buoyancy allows it to fl y at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Planar Fast Healing (Ex): While on Mechanus, a spectator has fast healing 3. Spell Turning (Su): A spectator’s central eye produces a 90-foot cone that refl ects any spell cast upon it by a creature within the cone back upon its source. This functions just like spell turning (caster level 6th). Up to one spell can be refl ected per round.
Large Aberration Hit Dice: 11d8+55 (104 hp) Initiative: +3 Speed: 50 ft. (10 squares), climb 20 ft. Armor Class: 19 (–1 size, +3 Dex, +7 natural), touch 12, fl at-footed 16 Base Attack/Grapple: +8/+23 At tac k: Pi ncer +14 melee (1d6+7) Full Attack: 2 pincers +14 melee (1d6+7), tail stinger +12 melee (1d8+3 plus poison) Spectator Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 1d6+10, improved grab, poison, spell-like abilities Special Qualities: Darkvision 60 ft., tremorsense 60 ft. Saves: Fort +8, Ref +6, Will +7 Abilities: Str 24, Dex 17, Con 21, Int 11, Wis 10, Cha 13 Skills: Climb +22, Jump +22, Move Silently +10, Spot +11 Feats: Dodge, Mobility, Multiattack, Spring Attack Environment: Underground Organization: Solitary Challenge Rating: 7 Treasure: 50% coins, 50% goods, 50% items Alignment: Usually neutral evil Advancement: 12–21 HD (Large); 22–33 HD (Huge) Level Adjustment: — This spiderlike horror has long pincers in place of its forelegs, and a scorpion’s tail in place of the spider’s spinnerets. The body itself is chitinous and blue-black, but tufts of dark brown hair, like those of a tarantula, grow out of the joints. The creature’s eight turquoise eyes don’t seem to refl ect any light.
Illus. by J. Nelson