Medium Construct, Unaligned
Armor Class 14 Natural Armor
Hit Points 30 (5d10 + 5)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
11 (+0)
CHA
3 (-4)
Saving Throws DEX +4, CON +4
Senses Blindsight, Darkvision, Passive Perception 16
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Weak Components. The Watcher has multiple components that shield against damage until it breaks off and opens up a vulnerable spot. Players also gain money off these parts when it is defeated. 

  • Body: Defends against 7 damage until damage is dealt normally (2d5 gold)
  • Eye: Any ranged shot to it's eye does an extra 1d8 damage (4d5 gold)
Actions

Disorientation. Sends out a blinding cone of light 20 feet long and wide in front of it, each target must make a dexterity saving throw over 16, on a fail, the target has disadvantage on any actions that require sight or hearing, on a save, the target is completely unaffected. 

Lunge. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 10 (2d8 + 2) slashing damage. 

Head Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (1d12 + 3) bludgeoning damage. 

Tail Slash. Melee Weapon Attack: +5 to hit, reach 7 ft., 2 target. Hit: 10 (1d10 + 5) slashing damage. 

Energy Blast. RangedWeapon Attack: +6 to hit, range 3/30 ft., 1+ targets. Hit: 8 (3d4 + 2) lightning damage. (Anything within 5 feet in all directions of the blast takes half as much damage, even if it is a miss).

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

Hunting Groups. Hunts in pairs of 2-4 Watchers and is also sometimes paired with other machines.

Override Type. PSI

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: ArcticDesert

AilecWoodshadow

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