Huge Celestial, Typically Lawful Good
Armor Class 16 (natural armor)
Hit Points 127 (17d12 + 17)
Speed 10 ft., fly 40 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 Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Truesight 60 ft., Passive Perception 20
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4

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

Divine Awareness. The watcher knows if it hears a lie.

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: detect evil and good, invisibility (self only)

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

1/day: commune, scrying, 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 Eye of God. It can substitute one of those attacks to use its Eyes of the Watcher

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

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.

This monster was inspired by biblically accurate angels.

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2022 9:41:44 PM
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Coming Soon
4/9/2022 9:58:23 PM
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Coming Soon

Monster Tags: Angel

Environment: ArcticCoastalDesertForestGrasslandHillMountainSwampUrban

Jonathan_Captain

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