Medium Humanoid (Changeling), Lawful Neutral
Armor Class 16 Studded Leather
Hit Points 32 (5d8 + 5)
Speed 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
12 (+1)
INT
17 (+3)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +5, INT +5
Skills Investigation +9, Perception +5, Stealth +9
Senses Passive Perception 15
Languages Common, Elvish, Sylvan, Thieves' Cant
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Masked Skulker The Watchers are agents taught in the art of subterfuge and camouflage be that in the streets or on the field of battle. They get advantage on stealth checks while amid crowds or in dim to dark conditions. 

Shifter The Watchers are at heart shifters of fae nature and can, at will, change their appearance and voices to match any humanoid creature type they have seen or interacted with so long as they are with the same amount of appendages and size category.

Investigative Eye All Watcher's under the Spymaster's hand are trained to root out information on any target or objective they are sent to investigate. They gain advantage on investigation checks against specific targets they have been primed on and likewise upon first sight can roll an investigation based on observation to deduce either: A secret, a stat in comparison to their own, the object of greatest worth in regard to the target (unless target is an item. Then it learns the true value of the item in terms of gold or rarity which is up to DM's discretion), or a weakness to exploit. It will only glean one of these choices. 

Spellcasting. The Watcher Operative is a #-level spellcaster. Its spellcasting ability is Intelligence based (spell save DC 13, +6 to hit with spell attacks). The Watcher Operative has following Wizard class spells prepared:
Cantrips (at will): Message, Minor Illusion 
1st level (3 slots): Shield, Silvery Barbs 

Actions

Sneak Attack Once per turn, the Watcher can deal an extra 1d6 damage to one creature it hits with an attack if it has advantage on the attack roll or if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the Watcher doesn't have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon.

Rapier Melee Weapon Attack: +6 to hit, reach 5ft., 1 target. Hit: 8 (1d8 +3) Piercing damage. 

Action Ranged Attack. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 1 target. Hit: 8 (1d8 + 3) Piercing damage.

Bonus Actions

Cunning Action A Watcher Operative's quick thinking and agility allow them to move and act quickly. They can take a bonus action on each of their turns in combat. This action can be used only to take the dash, disengage, or hide action.

 

Reactions

Parry When another creature damages a Watcher with a melee attack, it can use its reaction and roll a d6 to reduce the damage by the number + its Dexterity modifier.

 

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.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

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.

Vespairty

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