Medium Humanoid, Any Lawful Alignment
Armor Class 16 plate armor, shield
Hit Points 16 (4d6 + 2)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +5, WIS +4
Skills Insight +2, Survival +2
Condition Immunities Frightened
Senses Passive Perception 12
Languages Common, Druidic
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

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.

Reactions

Watcher's Quary. The watch can use its reaction to block one attack, increasing their AC by 3.

Legendary Actions

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.

Habitat: Urban

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