KING
Spectator

Spectator

Aberration · no Crown (Lawful)

T2d6Minor

Beholder-kin guardians, spectators fire eye rays, bound to protect treasures for decades.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind18--
Sense16--
Heart16--
Cunning18--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Spellcasting (eye-tyrant sorcery)

The spectator works magic through its four lesser eyestalks, each carrying a different spell; it needs no words or hands, only a clear line of sight out to 90 ft.

Passive

Hover

Floats 5 ft above the ground. Immune to prone.

Maneuvers

Maneuver

Eye Ray

Fires one ray at a target within 90 ft (roll d4): 1 Confusion, Mind save (DC 13) or the target attacks a random creature on its next turn; 2 Paralyzing, Body save or stunned 1 round; 3 Fear, Heart save or frightened (save ends); 4 Wounding, Body save or take 2 damage (1 Vigor damage on a success).

Reactions

Reaction

Spell Reflection

When a spell targets only the spectator, it makes a Mind save (DC 13); on a success the spell rebounds onto the caster.

Tactics

GM tactics

Guards its assigned treasure faithfully. Warns intruders once before attacking. Fires Eye Rays from a distance and takes whatever the stalks give it. Fights until the treasure is no longer threatened, then returns to guarding.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.