Small Aberration, Chaotic Neutral
Armor Class 16 natural
Hit Points 35 (4d8 + 10)
Speed 0 ft., Fly 40 ft.
STR
7 (-2)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws INT +5, WIS +5
Skills Perception +12, Stealth +16
Damage Resistances Bludgeoning
Condition Immunities Charmed, Prone
Senses Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

The Watcher is invulnerable while in its invisible form. It's a rare occurrence for a Watcher to show itself but only if it feels it's under threat or if forced out. The Watcher cannot bite while invisible but is able to transmit thoughts. 

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) piercing damage.

Transmit Thoughts The Watcher projects its experiences into one or two creatures it can see within 90 feet of it. It can use two different experiences on a turn.

  1. Confusion. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and rolls 1d10. If the target rolls 7-10, they inflict 1d6 bludgeoning damage on themselves. Otherwise the target uses their action to make a melee attack against any random target in range.
  2. Torment. The target must succeed on a DC 13 Intelligence saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear. The target must succeed on a DC 13 Charisma saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the Watcher is visible to the target, ending the effect on itself on a success.
Reactions

Spell Reflection. If the watcher makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Magical Weapon Absorption. If the watcher is targeted by a magical weapon and the attack misses, the watcher is able to absorb the magical power of the weapon and use it as an attack on its next turn dealing damage equal to the weapon's attack. 

Description

A watcher is a powerful spector. Watchers are souls of ancient seekers of magic and knowledge who were lost in their journey. Inhabiting busy urban centres, deep caves or treacherous mountains, If a powerful host passes near a watcher, it will follow them and study them trying to learn as much as it can, moving to another host if they seem more powerful than the last. Watchers are none hostile creatures although troublesome as they will use their enhanced telepathy to provoke nearby threats and plant thoughts in the hosts head, testing their strength. Shy and careful creatures, they will remain invisible to all other living creatures. Many don't know what a watcher looks like as the few who even know of their existence have yet to see one in daylight.

 

Monster Tags: Beholder

Habitat: MountainUnderdarkUrban

TheTrueHankyspanky27

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