Necrotic Weapons. The Watcher's weapon attacks are magical. When the watcher hits with any weapon, the weapon deals an extra 6d8 necrotic damage (included in the attack).
Divine Awareness. The Guard knows if it hears a lie.
Magic Resistance. The guard has advantage on saving throws against spells and other magical effects.
Multiattack. The guard makes two lightsaber attacks.
LightSaber. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) necrotic damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Healing Touch (4/Day). The Guard touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The watcher can take 3 legendary actions, 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.
Teleport. The guard magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Harmful Burst (Costs 2 Actions). The watcher emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
Shattered Fate (Costs 3 Actions). The Watcher targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or have their next turn skipped as if it never happened.
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