Xor

Xor the Spectator Wizard
You found Xor guarding the resting place of the vampire Daario in along abandoned Valyrian complex under the streets of Lys where the living dead walked. Rather than attack when you had destroyed the necromancer Xor approached you with a scholar's curiosity. Thus you discovered that in spite of his profoundly alien perspective, begotten of a plane beyond mortal imaginings, the beholder wished no harm to those who did not make themselves his enemies. He preferred to endure centuries of solitude rather than expose others to his maddening presence.

Having discovered how the vampire used him to create the contagion which had slain tens of thousands in the city above the Spectator was horrified vowing to learn more of men not just to satisfy his curiosity but to prevent a second such tragedy born of ignorance

General Info
'''Medium Aberration (Extraplanar) ''' XP: 31182/21000

Hit Dice:''' 6d8+1d4+1d6+16 (50 hp)  Initiative''': +5

Speed: 5 ft. (1 square), fly 20 ft. (good)

Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16

Base Attack/Grapple: +4/+4

Attack: Eye rays +5 ranged touch attack and bite +4 melee (1d6)

Full Attack: Eye rays +4 ranged touch attack and bite +3 melee (1d6)

Space/Reach: 5 ft./5 ft.

Special Attacks: Eye rays, Bardic Music (countersong, fascinate, inspire courage +2), Loresong

Special Qualities: All-around vision, darkvision 60 ft., flight, spell turning, spell resistance 16, Bardic Knowledge, DR 3

Saves: Fort +6, Ref +4, Will +13

Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 16

Skills: Knowledge (The planes) +9, Knowledge (Nature) +6, Knowledge (History) +6, Perform (Singing) +13, Perform (Oratory) +7, Search +11, Sense Motive +8, Spot +12, Survival +1 (+3 following tracks), Spellcraft +13,

Feats: Alertness[sup]B[/sup], Flyby Attack, Improved Initiative, Eidetic Spellcaster, Melodic Casting

Environment: The Far Realm

Challenge Rating: 8

Alignment: Neutrally Good

Beholder of Wisdom spells known
Caster Level 3

Level 0: Mage Hand, Arcane Mark, Detect Magic, Light, No light, Prestidigitation, Mending, Ray of Frost, Detect Poison, Amanuensis, Ghost Sound,, Acid Splash, Disrupt Undead, Read Magic, Percussion, Ghostharp, Know Direction

Level 1: Charm Person, Unseen Servant, Mage Armor, Sleep, Silent Image

Wizard spells prepared
Level 0: [9 Spells]

Level 1: [6 Spells]

Features
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 15 (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.

Inflict 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.

Flight (Ex): A spectator’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Spell Turning (Su): A spectator’s central eye produces a 90-foot cone that reflects 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 reflected per round.

Feast of the Forsaken One (Sp): Over the long years of his lonely vigil within the broken Flesh-Forge the Spectator has learned to call forth filling, if not particularly tasty meals (Create Food and Drink as the spell 3/Day)

Elephant in the Room (Sp): It's a known fact that most, if not all, beholder-kin do not, in fact, possess hands. As one might gather, such can be problematic. As to avoid this, the Beholder of Wonder has a rather unique ability, and a much needed one: The Unseen Retinue. He has a horde of permanent Unseen Servants bound by his will, one for every level in this class. Each can exert strenght equivalent to half his own score, and he may control any number of them directly, allowing for as much finesse as normal hands, if not more.

Those Servants are rather handy when the performance requires more than one player to reach it's full potential. He is able to project his voice, changed if he so desires, through each Servant, whom can be animating costumes themselves. At third level, he may even speak with multiple voices simultaneously.

At level 5, the Beholder figures out the supreme improvisation trick, as to always convey the full magnificence of his piece, each Servant is capable of minor tricks, such as those provided by Prestidigitation, and may thus, for example, craft simple masks and costumes for themselves, which look remarkably more refined than the aforementioned spells.

At tenth level, this gentleman adventurer has his retinue doubled.

Unseen Retinue: 2 Unseen servants (Strength 5)

Innate Ocular Spell (Su): You can cast a spell with a casting time of 1 full round or less as an ocular spell. An ocular spell does not take effect immediately, but is instead held in one of your eyes for up to 8 hours. A number of spells equal to either the number of eyes you possess, or the modifier of your spellcasting stat, whichever is lower. Only ray spells and spells with a target other than personal can be cast as ocular spells. When you choose, you can then cast any number, up to your maximum, of ocular spells as a full-round action; the spells become brilliant blasts that shoot out from your eyes. You can choose different targets for each spell, as long as you are able each relevant eye at the same time. When you release an ocular spell, its effect changes to a ray with a range of up to (your class level x 20ft). If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell. Spells stored in this manner use the same spell slot level as their original forms.

Ocular Spells Equipped (Range 40 ft.): None (Max: 3)