| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 15 | +2 | +2 |
1. Undying Vigil
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New Trait (flavour only):
The Watcher does not rest. It requires no food, water, or sleep, and it never abandons its post willingly.
2. Bound by the Seal
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Optional Trait:
The Watcher Revenant cannot leave the area surrounding the Altar of Varnorath. If the Seal is placed on the altar, the Watcher either becomes dormant, temporarily passive, or offers cryptic warnings—DM’s choice.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.
Memory Theft. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage.
The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by the damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
When the revenant strikes, fragments of memory and soul unravel like smoke. Victims forget names, faces, and why they ever came.
Parry. The Watcher adds +2 to its AC against one melee attack that would hit it. To do so, the Watcher must see the attacker and be wielding a melee weapon.
Description
A bound guardian from a forgotten age, the Watcher Revenant is not driven by malice but duty. It stirs when sacred ground is defiled or the Seal of Varnorath is invoked. Clad in rusted armour, it stands eternal vigil over a secret buried beneath stone.
Lair and Lair Actions
1. Echoes of Duty
The voices of long-dead oathsworn rise in a chilling whisper.
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Each creature of the Watcher’s choice that can hear within 30 feet must succeed on a DC 12 Wisdom saving throw or suffer disadvantage on their next attack roll or saving throw (Watcher’s choice) before the end of their next turn.
2. Grasping Bones
The floor briefly splits with spectral cracks as skeletal hands claw up from below.
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Up to three 5-foot squares within 30 feet become difficult terrain and attempt to grapple creatures within them (DC 13 Strength or Dexterity check to escape at end of turn).
3. Lantern’s Shadow
A phantom torch flares near the altar, casting long shadows.
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One creature within 60 feet must succeed on a DC 13 Constitution saving throw or take 2d6 necrotic damage as their shadow momentarily tears away, attacking them from behind. On a success, they take half damage.
4. Call the Sleepless Dead.
If fewer than four skeletons have risen from the sarcophagi, the Watcher Revenant animates one.
- A skeleton rises from an unopened sarcophagus or from bone fragments nearby under its control. It acts on its own initiative and follows the revenant’s unspoken commands.
- Maximum 4 Skeletons are raised in total, either by a Lair Action, or by party members disturbing a sarcophagus.
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