Amphibious. The Watcher can breathe air and water.
Freedom of Movement. The Watcher ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Grasping Tentacles. The tentacles can reach up to 50 ft. away from the main body. If a tentacle is attacked and takes 25 or more damage in a single turn, it releases a grappled target, if it is grappling something.
Multiattack. The Watcher makes three tentacle attacks, each of which it can replace with one use of Fling.
Maw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 6) piercing damage.
Tentacle Grab.Melee Weapon Attack: +11 to hit, reach 50 ft., one target. Hit: target is grappled and takes 9 (1d8 + 6) bludgeoning damage at the start of their turn while grappled (escape DC 18).
Tentacle Smash.Melee Weapon Attack: +11 to hit, reach 50 ft., one target. Hit: 9 (2d6 + 6) bludgeoning damage and the target must make a DC 17 Strength saving throw or be knocked prone.
Fling. One Large or smaller object held or creature grappled by the Watcher is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
The Watcher can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Watcher regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The Watcher makes one tentacle attack or uses its Fling.
Lair and Lair Actions
The Watcher’s Lair
A Watcher lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.
Lair Actions
On initiative count 20 (losing initiative ties), the Watcher takes a lair action to cause one of the following magical effects:
- Wave Shove. The watcher creates a strong wave that pushes out in all directions from the watcher. All targets in water up to 40 feet away must make a DC 17 Strength saving throw or be knocked prone.
- Hurled Scree. Tentacles hurl loose stones and water spray in a 120 ft. cone. All targets in the cone must make a DC 17 Dexterity saving throw (with advantage if they are wearing a shield) or be blinded until the end of their next turn.
- Boulder Fall (Recharge 5-6). The watcher smashes and cracks overhanging rocks to fall on a 10 ft. radius area within 60 ft. of the watcher. All targets in the area must make a DC 17 Dexterity saving throw or take 24 (4d12) bludgeoning damage.
Regional Effects
The region containing a Watcher's lair is warped by the creature’s wicked presence, creating the following magical effects:
- Creatures within 6 miles of the lair will feel as if a presence is watching them, even if there is no creature observing.
- Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the Watcher and aggressive toward intruders in the area.
When the Watcher dies, all of these regional effects fade immediately.
Previous Versions
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Posted Sep 30, 2023This is excellent description of Watcher in the Water.
I do not understand "Creatures within 6 miles of the lair will feel as if a presence is watching them, even if there is no creature observing." Perhaps this is to capture the characters impressions in the source book for this monster; however, in that source book, there are many other potential creatures that might give characters a sense of being watched if not attacked. I'm looking to use this monster in a 5e setting of the source books.
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Posted Sep 30, 2023Although it is challenging to implement in DnDB, I might suggest that the body of the monster have higher armor class (so it is not killed) whereas tentacles have the 18 listed and lower HP. It is also hard in DnDB to give tentacles different HP separate from the main body. This may be something needed to be handled at the table.
That the monster has legendary actions such as "Fling" is just excellent for at-the-table color. Perhaps the description ("flavor text") might include language that the motivations of the monster are unclear, and it might stop or retreat for reasons unclear (up to DM choice)?