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Spectator
- STR
- 8 (-1)
- DEX
- 14 (+2)
- CON
- 14 (+2)
- INT
- 13 (+1)
- WIS
- 14 (+2)
- CHA
- 11 (+0)
Actions
The spectator uses Eye Rays twice.
Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
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):
- 1: 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.
- 2: 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.
- 3: 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.
- 4: Wounding Ray.
Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage.
Reactions
Trigger: The spectator 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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Source: Monster Manual (2025), p. 289 - Licenses and attribution