Medium Celestial, Typically Neutral
AC 15 Studded Leather, natural armor    Initiative +3 (13)
HP 72 (16d8)
Speed 30 ft., Fly 50 ft.
Mod Save
STR 16 +3 +3
DEX 16 +3 +3
CON 10 +0 +0
Mod Save
INT 18 +4 +7
WIS 17 +3 +6
CHA 12 +1 +1
Skills Arcana +10, History +10, Insight +6, Nature +7, Perception +6, Stealth +6
Resistances Poison
Immunities Blinded, Poisoned
Gear 2 daggers, normally a staff, cloaks/robes (give the same bonus as Studded Leather armor)
Senses Blindsight 60 ft., Darkvision 150 ft., Truesight 120 ft.; Passive Perception 16
Languages Celestial, Common, Elvish, Infernal, Telepathy Can read all languages, even if cannot speak them
CR 5 (XP 1,800; PB +3)
Traits

Immortal: A Watcher cannot die of natural means (old age, illness, more at DM's discretion)

Spellcasting. A Watcher is a 9th-level wizard. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The Watcher has any spells from the Wizard spell list prepared.
Cantrips (at will): Fire Bolt, Mage Hand, Prestidigitation, Message, Shocking Grasp
1st level (4 slots)
2nd level (3 slots)
3rd level (3 slots)
4th level (3 slots)
5th level (1 slot)

Actions

Dagger. Melee/Ranged Weapon Attack: +6 to hit, reach 5 ft. / 20/60 ft. (thrown), 1 target. Hit: 6 (1d4 + 3) piercing damage.

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

 

Description

The Watchers are a highly secretive race of angels. They live on an Outer Plane completely hidden from mortal view: the Consuming Darkness of the Void. It's a wonderous place of science, technology, and magic, a sprawling metropolis twice the size of Waterdeep. The Watchers were cast out of angelic culture many eons ago for bringing knowledge to the human races, leading many to believe them evil. They really aren't. They're just curious by nature, wanting to learn more and share those learnings.

As time passed, they became pillars of science, knowledge, invention, and more. Being creatures of neutrality and balance, they grew to encompass and control all that is neither good nor evil in nature: combat, science, knowledge, magic, arts, metalworking, the list goes on. Some of their leaders, the Grand Watchers, can even see the future and control nature itself.

The Watchers all look and dress similarly: fairly tall and lithe, dark hair and pale skin, large purple wings, dressing generally in black exterior clothes with purple interior and highlights (a black jacket with purple trim open over a dark purple shirt, for example). Some of the stronger among them wear blindfolds as a sign of dedication to their beliefs. It's said that wearing a blindfold lets you see past the mundane into the spectacular.

Their ruling council is split into two groups: the Grand Listeners and the Grand Watchers. Grand Watchers are rarer among the group, and tend to lean towards more chaotic natures. These are the ones on the council that push for change in the ways of the Watchers. The Grand Listeners, on the other hand, are more commonplace, but don't want change. The council tries to keep a 50-50 split between the two groups, with the Elder (a king-like role) making a final decision, but as Grand Watchers are both harder to find and more outspoken, there tends to be power imbalances.

 

(This monster is based off a few sources: the Evolution SMP (Grian, Martyn/IntheLittleWood, others), Martyn/IntheLittleWood's lore for the Life Series SMP, and my own half-baked Googling of the Book of Enoch, as well as some of my own ramblings)

SirParzivaltheSecond

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