Spotters
Basic Information
Anatomy
Spotters have a familiar overall build - two legs, two arms, one head - that is where the similarities end. These creatures can grow to be over 100 ft tall on average. Their hands are formed by small tree-sized fingers, sprawling out from their hand. There are anywhere from 4-11 different fingers per hand. The most unnatural thing, however, is their singular eye. Their eye is a large glass-like orb in the center of their head. From it a yellow light glows. This light shines forward like a hooded lantern. It’s said that the Spotters cannot see anything outside the light of their eye.
Perception And Sensory Capabilities
Most of the perception and sensory capabilities of the Spotters are unknown, however, their sight and hearing have been tested slightly. For a spotter to see you the light from its central eye must be over you. Some say that you need to be moving, even slightly, before the Spotter can see you. Their hearing is much better. Many reports say that these creatures can hear a twig snap from the other side of a cavern.Ecology and Habitats
Spotters were once wide spread across the Underdark but now they are focus around the Salt Lake Coats, Crystal Lakes, and any area where ███████ may be located. Due to the light coming from their eyes its common to find a few surface plants and trees growing around a heard of Spotters.
Dietary Needs and Habits
Spotters eat through assimilation. By absorbing creatures they are able to strip the lesser creatures' bodies of any useful minerals, chemicals, or oils. There is not a known list of creatures that they do or don't eat, it seems by all accounts they eat whoever finds themselves near. Except of course their masters the ███████.
Additional Information
Domestication
The ███████ have domesticated the Spotters and guards, hunters, and war creatures. They let the Spotter hurds linger around the cities and serve as protection. The process of training a Spotter is not only deadly but also incredibly time-consuming. Training just once Spotter can take a lifetime or more for the ███████ people.
Average Intelligence
Spotters are simple hunters. They track, find, and kill their prey nothing more. They are able to be tamed, as the ███████ have done but anything more complex than 'stay in this area' and they will not be able to understand.
Average Physique
These creatures are incredibly strong and fast. An average spotter can run more than 85 mph at top speeds and can keep that speed going for hours on end. They can also control each of their fingers independently, each one with the strength to pull a tree up on its own. Once someone is seen by a Spotter the only option is to hide, running and fighting are both death sentences.Stats
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Spotter CR: 13
Gargantuan aberration, neutral
Armor Class: 17 (Natural armor)
Hit Points: 178 (14d10+85)
Speed:
90 ft
STR
18 +4
DEX
20 +5
CON
18 +4
INT
6 -2
WIS
12 +1
CHA
2 -4
Saving Throws: Str +14, Dex +15, Con +14
Skills: Athletics +15
Perception +12
Damage Resistances: Psychic
Damage Immunities: Necrotic
Condition Immunities: Frightened, charmed, poisoned, deafened
Senses: sight within a 240 ft. cone
Languages: --
Challenge Rating: 13
Legendary Resistance (3/day)
If the spotter fails a saving throw, it can choose to succeed instead.Reproductive Blood
If a spotter is hit with a critical that deals piercing or slashing damage a finger is removed. The finger turns into a young spotter. A young spotter has the same abilities except it has a max hp of 83 and all damage it does is halved.Actions
Multiattack
A spotter can make two strike attacks or one strike and an absorb. Any strike attack can be replaced with a grapple.Absorb
If a creature is grappled by the spotter then it may absorb chemicals, minerals, and other elements from the creature's body. A creature must make a DC 17 con save or take 3d8+10 necrotic damage or half as much on a save. The spotter will also heal the same amount of damage taken by a creature through this ability.Strike
Melee Attack +10, reach 15 ft., One target Hit: 21 (2d10+10) slashing damageBlinding Eye
Each creature within a 10 ft. sphere must make a DC 17 con save or be blinded for 1 minute. An affected creature may make another con save at the end of their turn to end the effect.Suggested Environments
Underdark
Current Date -
The Yet Unnamed Year of 1494 ce
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