Large Aberration, Neutral Evil
AC 18 Natural Armor    Initiative +4 (14)
HP 210 (20d10 + 100)
Speed 30 ft., Climb 30 ft., Fly 20 ft.
Mod Save
STR 16 +3 +3
DEX 18 +4 +18
CON 20 +5 +5
Mod Save
INT 17 +3 +3
WIS 19 +4 +18
CHA 21 +5 +20
Skills Arcana +8, Insight +9, Perception +14, Stealth +9
Resistances Necrotic, Psychic, Radiant
Immunities Poison; Charmed, Frightened, Poisoned
Senses Truesight 120; Passive Perception 24
Languages Common, Deep Speech, Telepathy 120 feet Deep Speech, Common, Telepathy 120 ft
CR 14 (XP 11,500; PB +5)
Traits

Threshold Awareness

The Watcher perceives all creatures within 60 feet that are:

  • Invisible
  • Ethereal
  • Teleporting
  • Shifting between planes

Creatures cannot benefit from invisibility against the Watcher.

Echo-Splintered Form

At the start of each of its turns, the Watcher creates 1 illusory duplicate (maximum 3).

  • Each duplicate has AC 15 and 1 HP
  • Attacks against the Watcher have a 25% chance per duplicate to target a duplicate instead

Destroyed duplicates dissipate into flickering distortions

Fractured Presence (Aura)

Creatures within 20 feet must succeed on a DC 18 Wisdom saving throw at the start of their turn or suffer:

  • Disadvantage on attack rolls until end of turn
  • Speed reduced by 10 ft.

On a success, they are immune to this aura for 24 hours.

Planar Anchor

Creatures within 30 feet cannot teleport or shift planes unless they succeed on a DC 18 Charisma saving throw.

Actions

Multiattack

The Watcher makes two Rend Reality attacks and uses Gaze of the Threshold if available.

Rend Reality

Melee Weapon Attack: +9 to hit, reach 10 ft., one target
Hit: 15 (2d10 + 4) slashing + 13 (3d8) psychic damage

  • Target must succeed on a DC 18 Wisdom saving throw or become disoriented:
    • Cannot take reactions
    • Disadvantage on next saving throw

Gaze of the Threshold (Recharge 5–6)

The Watcher targets up to 3 creatures within 60 ft.

Each must make a DC 18 Wisdom saving throw:

  • Failure:
    • 27 (6d8) psychic damage
    • Stunned until end of next turn
  • Success: Half damage, not stunned

Collapse Echo

The Watcher targets one creature within 60 ft.

  • Target must make a DC 18 Constitution saving throw
  • On failure:
    • Takes 22 (4d10) force damage
    • Is pulled 15 ft. toward the Watcher
    • Space briefly warps, becoming difficult terrain until next round
Bonus Actions

Step Between Moments

The Watcher teleports up to 40 ft. to an unoccupied space it can see.

  • Leaves behind a fading distortion
  • Creatures within 5 ft. of the origin must succeed on a DC 16 Dexterity save or take 10 (3d6) force damage
Reactions

Unseen Shift

When hit by an attack, the Watcher can:

  • Swap places with one of its duplicates
  • Causing the attack to miss
Legendary Actions

The Watcher can take 3 legendary actions, choosing from the options below:

Detect

Makes a Perception check.

Distort Step (Costs 1)

Teleports up to 20 ft.

Shatter Perception (Costs 2)

Targets a creature within 60 ft.:

  • DC 18 Wisdom save or take 14 (4d6) psychic damage
  • Disadvantage on next attack

Rift Pulse (Costs 3)

All creatures within 15 ft.:

  • DC 18 Dexterity save
  • 18 (4d8) force damage on failure, half on success
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

It does not hunt. It does not pursue. It simply observes… and when the boundary weakens, it corrects.

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.

Monster Tags: aberration

TheGrimFrogger

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