Undying. The Watcher does not require food or to breath.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The Watcher can use its Frightful Presence. It then makes three attacks: one with its lantern and two with its Longsword.
Lantern. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 5 (1d10) fire damage.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) force damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the Watcher and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Necrotic cloud (Recharge 5–6). The watcher expels a fume cloud in a 60-foot radius around its lantern. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. The Cloud stays for 1d10 turns and everyone that starts their turn on the cloud makes a DC 18 Constitution saving Throw taking 27(6d8) necrotic damage on a failed save, or half as much damage on a successfull one.
The Wacther can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Wacther regains spent legendary actions at the start of its turn.
Detect. The watcher makes a Wisdom (Perception) check.
Teleport. While the cloud (from the lair actions) is still up the Watcher can teleport to anywhere the cloud is without cause opportunity attacks
Shrouding cloud (Costs 2 Actions). The Watcher expels a black fume from under is clothes filling the room with it. Anyone who breaths it become instantly unconscious.
Lair and Lair Actions
The Watcher normally live secluded and watch over some important artifact that should not be in the hands of any mortal. So they normally build a shrine or something to protect that same artifact to ensure that not only the artifact is protect but if that anyone tries to obtain it, they can easily change those same surroundings.
Lair Actions
On initiative count 20 (losing initiative ties), the Watcher takes a lair action to cause one of the following effects; the watcher can’t use the same effect two rounds in a row:
- Any surface that the watcher can see within 120 feet of it a portal opens surges an elongated arm that grabs the first creature that encounters in the 120 feet cone. Any creature that is grasped by the arm within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to the portal and goes to the Ethereal Plane for 1d4 turns. By the end of the each turn the creature can make a DC 15 Wisdom saving throw, on a success the creature goes back to the Plane that he was previously.
- A cloud fills a 20-foot-radius sphere centered on a point the watcher chooses within 120 feet of it. The cloud spreads around corners and remains until the watcher dismisses it as an action, uses this lair action again, or dies. The cloud is heavily obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Within 15 miles radius centered on the lair divination spells and any scrying spells used to detect anything or anyone within this radius fails automatically. This counts as well to spells cast within this radius.
- Any change of scenery can be made by the watcher in order to protect the artifact that is meant to be protect. For example if a creature is getting to close to that artifact it might be targeted by a modify memory and suddenly needs to hunt antelopes on the other side of the forest.
- Normally a fog emerges withing 15 miles around the lair that detects anyone who enters of exist. But sometimes this might not happen if its the Watchers choice.
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