Medium Construct, Unaligned
AC 10    Initiative +2 (12)
HP 24 (1d4)
Speed 20 ft.
Mod Save
STR 12 +1 +5
DEX 12 +1 +5
CON 12 +1 +5
Mod Save
INT 12 +1 +5
WIS 12 +1 +5
CHA 12 +1 +5
Vulnerabilities Bludgeoning, Piercing, Slashing
Senses Passive Perception 12
Languages None
CR 1/4 (XP 50; PB +2)
Traits

Master Equation. This creature’s attacks deal damage based on fractions of a standardized value called Base HP, which equals 10 + 6 × (target’s level - 1). Damage is calculated as the specified fraction of Base HP, rounded down. The target's relevant vulnerabilities, resistances and immunities still function normally, and are each applied post-calculation. In lieu of a target's level, use (CR + 3) instead.

Call Reinforcements. When the Watcher is alerted to the presence of a hostile creature, either by direct line of sight, an attack targeting it, or an attack targeting an ally of the Watcher within 60 feet, it will move to investigate the threat on its turn, if possible, emitting a bright pink light from its eye in a 15-foot cone in front of it. If a hostile creature enters the cone for the first time on a turn or starts its turn there, the light ceases early and the Watcher fires a flare 60 feet into the sky. At the end of the Watcher’s next turn, the flare vanishes and a Warp Ship arrives to the flare's location, deploying two enemy types which are selected at random from the below table. The Warp Ship remains in its location for one full round, disengaging and Warping away at the start of its next turn. Roll 2d2 to determine which enemy types are deployed from the Warp Ship. The dice increase in scale at 5th level (2d3), 7th level (2d4), and 11th level (2d6) respectively.

1). Voteless

2). Overseer

3). Overseer, Elevated

4). Overseer, Crescent

5). Fleshmob

6). Harvester

Each enemy type listed is deployed in a unique quantity based on the text of its Reinforceable trait.

 

Actions

Lightning Discharge. Ranged Weapon Attack: +2 to hit, range 15 ft., 1 target. Hit: Base HP x 1/4 [Lightning] damage.

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

Mythic Action Name. 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

Watchers are the eyes of the Illuminate. These floating droids scan for free-thinking lifeforms, and report them to their masters for enslavement or eradication.

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.

IronicGaming

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