Sheild Lock. The watcher knight increases its armor class by 4 and it gains advantage on all dexterity saving throws for one round.
Sword Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) damage.
Longbow. RangedWeapon Attack: +5 to hit, range 80/400 ft., 1 target. Hit: 8 (2d6 + 3) pierceing damage.
Watcher's Quary. The watch can use its reaction to block one attack, increasing their AC by 3.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
The watcher knights gaurd cities from the outside. Patrolling the outskirts of towns and cities, they keep the area clear of potential threats. They ambush siege armies that are attacking the cities that they protect.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.