Medium Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 15 ft.
STR
13 (+1)
DEX
4 (-3)
CON
15 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
2 (-4)
Skills Perception +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Understands the languages of its creator but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Actions

Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., One target, Hit: (1d4 + 1) bludgeoning damage.

Reactions

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.

Mr_Mars

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