Ephemeral Movement.
The Watcher can move through creatures and solid objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
God’s Sight.
The Watcher shares its senses in real time with its god, avatar. Anything it perceives can be seen or heard by that entity across any distance.
Unseen Agent.
While in dim light or darkness, the Watcher is invisible and silent. It has advantage on Stealth checks made to hide, and leaves no tracks or sound.
Blurred Form.
Attack rolls against the Watcher are made with disadvantage if it has moved 20 feet or more on its last turn.
Piercing Glare. (Psychic Attack)
Ranged Spell Attack: +6 to hit, range 60 ft., one creature
Hit: 10 (3d6) psychic damage. The target must succeed on a DC 13 Wisdom saving throw or be revealed (loses invisibility and cannot benefit from it until the end of its next turn).
Mark of Observation (Recharge 5–6)
The Watcher magically marks a creature it can see within 60 ft. For the next hour:
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The Watcher always knows the target’s direction and distance.
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The target has disadvantage on Stealth checks.
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The Watcher has advantage on Perception and Insight checks against the target.
This mark is invisible and undetectable by normal means.
Phase Jaunt (Recharge 4–6)
The Watcher teleports up to 60 ft. to an unoccupied space it can see in dim light or darkness. It doesn’t provoke opportunity attacks during this movement.
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