Ocular Vision+: Being more powerful compared to their average watcher compatriots, these machines are able to see farther away for threats, and use this advantage to snipe PCs from afar more efficiently. This is also a huge disadvantage however, as their eye is much larger than that of a normal watcher's to handle the energy blasts coming from it, despite their thicker and harder armor.
Alerting Allies: Being the tattletales they are, when they catch sight of a threat, they will alert the others with a honking noise. This can easily allow members of the party to get overrun by other machines. However, Apex variants such as these do not call for their allies as much as their normal variants do, tending to take PCs on solitarily.
Action Melee Attack. Kicking leap: +7 to hit, reach 10 ft., 1 target. Hit: (1d6 + 3) bludgeoning damage.
Action Melee Attack. Tail sweep: +4 to hit, reach 5 ft., 3 target. Hit: (1d6 +4 ) bludgeoning damage.
Action Ranged Attack. Energy Blast: +11 to hit, range 15/20 ft., 1 target. Hit: (1d6 + 7) Force damage.
Dodge and weave: Being more advanced than the average watcher, these guys can easily dodge more attacks depending on what type of attacks they are. They usually dodge away from sling-shot bombs and melee attacks more often than a average watcher does. They still can't dodge any fast range attacks such as arrows or throwing javelins however.
Warning Lights: Whenever a watcher's eye goes yellow, it means that it has identified a threat. Now, that can either be you, or it can be a completely other person as well. Either way, it is useful to gauge if a watcher is passive or not. Apex watchers usually go to red in the eyes more quickly than yellow however, because they see a lot more things as a threat.
Being a apex machine, these watchers are more rare to come across in the wilds due to their ferocity against people.. which ultimately leads to how quickly they can be taken down. These machines do appear in the night more often than not however, and can have some very valuable resources once they are taken down.
Sonic Shriek (Costs 2 Action points): Unlike other watchers, Apex Watchers have the surprising ability to release a sonic shriek, not too far off from what a Clawstrider can do. This attack can disorient players who are too close (10ft or closer), giving it a good chance to attack if it hasn't done so. However, if it has attacked before this action, then it's turn will end.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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