| 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 |
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.
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
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
Unseen Shift
When hit by an attack, the Watcher can:
- Swap places with one of its duplicates
- Causing the attack to miss
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 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.
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