Blood of the Wolf. When the abyss watcher reaches 0 HP, all nearby undead legionnaires die. After one round, the abyss watcher resurrects, fully restoring its HP. It gains immunity to fire and all its attacks unleash a fiery aura, modifying the effect of each attack. (Phase 2)
Multi-attack. The abyss watcher makes one dagger and two greatsword attacks.
*Farron Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 19 (4d6+5) slashing damage
Parrying Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 12 (3d4+5) slashing damage.
**Kick. Unarmed Attack. +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d4+3) bludgeoning damage
*Add 2d6 fire damage in phase 2.
**On a hit, target creature must succeed at a DC 15 Strength saving throw or be knocked prone
Leap. As a bonus action, the watcher may make a 30 ft. leap in any direction. This movement may provoke attacks of opportunity.
Rally. As a bonus action, one other creature of the watcher's choice that it can see gains 12 temporary HP.
Parry. When being targeted by a melee attack, the abyss watcher may use its reaction to increase its AC by 5, potentially causing the attack to miss. (Recharge every 3 rounds)
Riposte. When an an attack misses the abyss watcher, it may use its reaction to make an attack against the creature that attacked it.
Retreat. The watcher leaps up to 30 feet away. This movement may not provoke attacks of opportunity.
Rush attack. Melee Weapon attack. +7 to hit, reach 25 ft., 1 target. Hit: 4d6+5 slashing damage
*Greatsword Lunge (Recharge 4-6). The watcher lunges in a straight line at a target of its choice within 60 ft., dragging its sword across the floor while doing so. All creatures in this line must succeed at a DC 16 Dexterity saving throw or take 33 (8d6+5) slashing damage plus 2d6 fire damage, or half as much on a successful save.
**Legion. The watcher invokes the pact of the wolf, calling for assistance from its fallen brethren. Roll any die and apply one of the following effects depending on the result of the roll:
Even: An undead legionnaire rises from its slumber and assists the abyss watcher in combat.
Odd: An undead legionnaire rises, but is unable to distinguish friend from foe and is hostile to all creatures.
***Flame Storm. The watcher slams its blade into the ground, igniting the area around it. All creatures within a 30 ft. radius must make a DC 16 Constitution saving throw. On a failed save, they take 28 (8d6) fire damage and fall prone, taking half as much damage and staying upright on a successful save.
*Fire damage is only applied during phase 2.
**This action may only be taken during phase 1, and only 2 legionnaires may be active at a time as a result of this action.
***This action can only be taken during phase 2.
Description
The Abyss Watchers are a group of undead warriors who took after the inspiration of the Wolf Knight from Anor Londo, Knight Artorias. The main component of the Undead Legion of Farron, they partook in "wolf blood" to combat the Abyss.
Lair and Lair Actions
Consists of a large chamber, decorated with the corpses of its former sword brothers.
Lair Actions
On initiative count 10 (losing initiative ties), the abyss watcher takes a lair action to cause the following effect:
- Roll 1d12. On a roll of 10 or higher, an undead legionnaire rises from its slumber and assists the abyss watcher in combat. On a roll of 7-9, an undead legionnaire rises, but is unable to distinguish friend from foe and is hostile to all creatures.
Regional Effects
When an Abyss Watcher is killed, the following effects take place:
- Undead, evil spirits, or other dark creatures appear more at night
- Other Abyss Watchers now hunt the creatures that defeated their brother in arms
If a creature revives Abyss Watcher is revived:
- Undead, evil spirits, and other dark creatures appear less at night.
- When the Abyss Watcher rises it becomes hostile to all creatures for 3 hours, including the creature that revived them regardless of any spell that might control re-animated corpses
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