Small Construct, Neutral
Armor Class 14 (natural armor)
Hit Points 60 (6d10)
Speed 40 ft.
STR
14 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
14 (+2)
WIS
18 (+4)
CHA
7 (-2)
Skills Perception +0
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The watcher has advantage on an attack roll against a creature if at least one of the watcher’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Tackle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (3d6 + 2) bludgeoning damage.

Blinding Flash. The watcher lights up its eye extremely brightly. Each creature that the watcher can see and that can also see the watcher must make a DC 14 Constitution saving throw or become blinded for 3 turns. 

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the watcher until the start of its next turn, when it can avert its eyes again.

Reactions

Warning System. If the watcher spots a threat, it alerts all other constructs in the area via sound. All constructs can now move up to their movement speed without triggering attacks of opportunity.

Description

Small machines designed for reconnaissance and guarding herds of other machines. They patrol around the perimeters of herds searching for threats with their single, large eyes. Upon spotting a threat, they emit shrill warning sounds, alerting the herd to the threat and spurring them to bolt.

Previous Versions

Name Date Modified Views Adds Version Actions
2/20/2019 12:13:31 AM
2
1
--
Coming Soon

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

GrumpaDiggs

Comments

Posts Quoted:
Reply
Clear All Quotes