Four Eyes. The watchtower can use four reactions, one for each eye.
Sentry's Gaze. Anything the watchtower looks at is illuminated in bright light in a 5-foot cube. The watchtower can look at four creatures or objects at a time and can decide what those creatures or objects can be at the start of it's turn.
Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., One target, Hit: (1d4 + 1) bludgeoning damage.
Empower Projectile. Whenever a creature makes a ranged weapon attack within 120 ft. that it can see, it can use a reaction to transmute that projectile, granting it one of the following effects:
Damage bonus: The projectile deals an additional 2d6 damage of its choice of fire, cold, or lightning.
Disrupt: The projectile, on a hit, will require the target to make a DC 13 constitution saving throw or be stunned until the end of the targets next turn.
Paint: On a hit, the target is illuminated with magical glow dust, shedding dim light in a 10-foot radius. All attacks have advantage on this creature for 1 minute or until that creature uses an action to shake the dust off.
Description
Watchtowers resemble pyramid shaped grandfather clocks with four disc-like eye sensors that keep a watchful eye in all directions. They have no arms and have four piston like legs on each corner of its base.
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