Tiny Aberration, Neutral Evil
AC 12 Natural Armor    Initiative +2 (12)
HP 13 (3d4 + 6)
Speed 0 ft., Fly 30 ft. (hover)
Mod Save
STR 3 −4 −4
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 7 −2 −2
WIS 12 +1 +3
CHA 10 +0 +0
Skills Perception +3, Stealth +4
Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened, Prone
Senses Darkvision 60 ft.; Passive Perception 13
Languages Deep Speech, Telepathy 30 ft.
CR 1/4 (XP 50; PB +2)
Traits

Mental Static. Creatures within 10 ft. of one or more Watcher Spawn have disadvantage on concentration checks.

Swarm Mind. When two or more Watcher Spawn are within 15 ft. of each other, they share hit points as a single entity and act on one initiative count. For each additional spawn, add 10 temporary hit points to the group total.

Unnerving Gaze (Recharge 5-6). The Spawn focuses all its eyes on a single creature within 20 ft. That creature must succeed on a DC 12 Wisdom saving throw or take 5 (1d10) psychic damage and have disadvantage on its next attack roll or ability check before the end of its next turn.

Actions

Piercing Ray. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 6 (1d8 + 2) force damage.

Description

Born from exposure to warped magic and lingering psionic energy, Watcher Spawn are small, hovering organisms that resemble clusters of translucent eyes wrapped in pulsing veins. They follow creatures with obsessive focus, whispering in alien tongues that sound like the listener's own thoughts.

Alone, they're nuisances. In groups, they can drive a village mad.

Tactics: Watcher Spawn act in groups of 3–6, circling around and bombarding minds with whispers while picking off casters and archers. They prefer enclosed spaces — crypts, ruins, tunnels — where echoes make their voices sound like they’re coming from inside your head.

bjawesomEROX

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