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.
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.
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 |
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2/20/2019 12:13:31 AM
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2
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1
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Coming Soon
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