Huge Fiend, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 127 (17d12 + 17)
Speed 30 ft., fly 20 ft.
STR
16 (+3)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
15 (+2)
CHA
26 (+8)
Saving Throws CON +5, INT +6, CHA +12
Skills Perception +10
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 20
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4

Corrupted Weapons. The watcher's weapon attacks are magical. When the watcher hits with any weapon, the weapon deals an additional 7 (2d6) necrotic damage (already included in the attack).

Innate Spellcasting. The watcher's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit). It can innately cast the following spells:

At will: animate dead, invisibility (self only)

3/day: arcane eye, dispel magic, flame strike, raise dead

1/day: enervation, bestow curse, insect plague

Magic Resistance. The watcher has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The watcher attacks twice with its Blind. It can substitute one of those attacks to use its Eyes of the Watcher

Blind Eye. Range Weapon Attack: +10 to hit, reach 120/300 ft., one target. Hit: 19 (3d8 + 6) necrotic damage and an additional 7 (2d6) necrotic damage.

Eyes of the Watcher. The watcher shoots one of the following magical eye rays at random (reroll duplicates), choosing one target it can see within 120 feet of it.

1. Corrupting Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the watcher for 1 hour, or until the watcher attacks the creature. While charmed in this way, the target must obey every mental or verbal command of the watcher.The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened 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.Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4.Cleansing Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 22 (5d8 ) radiant damage on a failed save, or half as much damage on a successful one.
5.Paralysing Ray. The targeted creature must succeed on a DC 18 Constitution 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.
6.Banishing Ray. The targeted creature must succeed on a DC 18 Charisma saving throw or be banished to the watcher's divine domain for 1 minute. The target can attempt to return to the plane it was banished from by repeating the saving

Description

The eyes of the gods upon this earth, the Divine Watchers are the guardians against extradimensional invaders, the protectors of clerics, paladins, and aasimars. They report directly to their respective deities and after they receive specific instructions they strike against rogue followers or invading fiends.

But even the most holy of people can fall. When a Divine Watcher fails to stop extradimensional invaders or dissobey's its god, then it becomes a foul fiend. Its alignment changes, it loses its vision and its connection to its god.

Monster Tags: DevilDemonfiend

Environment: ArcticCoastalDesertForestGrasslandHillMountainSwampUrban

Jonathan_Captain

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