The Watcher (5e Creature)

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The Watcher[edit]

Small fiend (devil), lawful evil


Armor Class 15 (natural armor)
Hit Points 45 (10d6 + 10)
Speed 0 ft., fly 40 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 18 (+4) 15 (+2) 14 (+2)

Skills Perception +4, Sleight of Hand +4, Stealth +4
Proficiency Bonus +2
Damage Vulnerabilities radiant
Damage Resistances fire, cold; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities grappled, poisoned, restrained
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 3 (700 XP)


Amorphous. The watcher can move through a space as narrow as 1 inch wide without squeezing.

Devil's Sight. Magical darkness doesn't impede the watcher's darkvision.

Ethereal Sight. The watcher can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The watcher can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The watcher has advantage on saving throws against spells and other magical effects.

ACTIONS

Shadow Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) necrotic damage.

Cold Touch (Recharge 5-6). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) cold damage.

Invisibility. The watcher turns invisible until it attacks or until its concentration ends (as if it was concentrating on a spell). Any equipment the watcher wears or carries is invisible with it.

Etherealness. The watcher enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and viae versa, yet it can't affect or be affected by anything on the other plane.

Possession (1/Day). One humanoid that the watcher can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the watcher; the watcher then disappears, and the target is incapacitated and loses control of its body. The watcher now controls the body but doesn't deprive the target of awareness. The watcher can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the watcher ends it as a bonus action, or the watcher is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the watcher reappears in an unoccupied space within 5 feet of the body. The target is immune to this watcher's Possession for 24 hours after succeeding on the saving throw or after the possession ends.


Darksiders__The_Watcher_by_azraeltodd-1.jpg
The Watcher, By azraeltodd, Source

The watcher is evil and a shadow taking shape. And they embrace it as part of them as the powers of the lords they’re sworn to serve. Spiteful, fast-talking and cruel, they are nevertheless one of their lord’s most trusted servants. Empowered by them, the watchers flagrantly torture and humiliate their charges, dripping poisonous insults and sarcasm onto their prostrate forms. When a watcher captures a soul they never leave it, and then the watcher jumps at the chance to lay their enemies low. Nevertheless, the watcher is not without ambitions, they are more than willing to cheat, betray and kill any and all even their masters if that is what it takes to get what they want. It is more proof that even demons should be careful what they wish for...

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