Watcher (5e Creature)

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Watcher[edit]

Medium humanoid, lawful evil


Armor Class 15 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 16 (+3) 15 (+2) 14 (+2)

Saving Throws Dex +5, Int +5
Skills Persuasion +4, Stealth +5
Proficiency Bonus +2
Damage Vulnerabilities psychic
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, incapacitated, stunned
Senses passive Perception 12
Languages Abyssal, Common, Dwarvish, Elvish, Giant, Halfling, telepathy 120 ft.
Challenge 1/2 (100 XP)


ACTIONS

Punch. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

BONUS ACTIONS

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

REACTIONS

Active Invisibility. In response to being hit by an attack, the watcher turns invisible and moves up to its speed without provoking opportunity attacks.

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Watchers are the creatures that are there when you feel like something is there. They are the bump in the night, the footsteps in the dark. Though they are mostly harmless themselves, the watchers are the heralds of more sinister creatures.

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