Medium Aberration, Neutral
Armor Class 13 Natural armor
Hit Points 45 (6d8 + 18)
Speed 0 ft., Fly 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws INT +3, WIS +5
Skills Insight +5, Perception +7
Condition Immunities Prone
Senses Darkvision 120ft, Passive Perception 17
Languages Deep Speech
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Skill copy. If the watcher takes its action to make an insight check (DC being the AC of the target), they can mimic that creatures skills for the following 24 hours. This means they gain all proficiencies that creature has and can choose to replace their own bonus with that creature's bonus on any skill checks during that time. 

Communication eye. The gaze of the main eye of a watcher produces a 150ft cone of effect. Within this area the watcher can fabricate any form illusion it wants ranging from the terrain, people and other senses as well. This effect can only be seen through with a DC 13 Insight check. The watcher can also telepathically communicate with any creature in this area of effect as well though the communication is only one sided. 

Actions

Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) lightning damage and the target must make a DC 13 Constitutions saving throw or become unconscious for 1 minute. A target can be woken up by a creature taking an action to wake them or if the target is damaged by an effect that deals cold damage. 

Eye Rays. The watcher shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it:

  • 1. Revealing Ray. This eye ray targets a 20ft radius area centred within range revealing any creatures that are invisible and clears any illusions within that spot including the watcher's own. 
  • 2. Phantasmal Ray. This ray has an effect identical to the Phantasmal force spell (DC 12).  
  • 3. Telekinesis Ray. If the target is a creature, it must succeed on a DC 12 Strength saving throw or the watcher moves it up to 50 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the watcher's next turn or until the watcher is incapacitated. 

    If the target is an object weighing 1,000 pounds or less that isn't being worn or carried, it is moved up to 50 feet in any direction. The watcher can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  • 4. Teleportation Ray. The target must make a DC 12 Wisdom saving throw or be teleported up to 60ft into an unoccupied space that the watcher can see. 

Description

Watchers are 6-foot-diameter spheres with three central eyes arranged around the circumference of the sphere. These eyes are huge and unlidded. On the crown of the sphere is a compound eye and a ring of four eye spots that make it difficult to surprise a watcher. A large tentacle with a barbed prehensile pad extends from the ventral surface, right behind the small mouth with its rasp-like tongue. Watchers feed on carrion and stunned prey. They are information gatherers and are the least brave of all the eye tyrant races.

The watcher's tail barb has the interesting effect of electrocuting and overloading the body of non aberrant creatures which it will use to incapacitate a threat before taking it to be studied by potentially an examiner or their beholder masters. 

Monster Tags: Beholderaberration

drdeatheer

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