Watcher Knight (5e Creature)
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Watcher Knight[edit]
Large monstrosity, lawful neutral Armor Class 19 (natural armor)
Saving Throws Str +8, Con +9 ACTIONSMultiattack (Standard Form Only). The knight makes two attacks with its greatnail. Greatnail (Standard Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Slam (Ball Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage. Charge (Ball Form Only). The knight moves up 40 feet and makes one slam attack. Bounce (Ball Form Only). The knight leaps into an unoccupied space it can see within 60 feet of it. Each creature within 10 feet of it when it lands must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 17 (2d10 + 6) bludgeoning damage. On a successful save, a creature takes half as much damage. Attack rolls made against the knight have advantage until the start of its next turn. BONUS ACTIONSRoll. The knight curls up into a ball until the end of its turn. When it is in its ball form, the knight gains a +2 bonus to its AC and it can only take actions listed as "Ball Form" or the Dash, Disengage, or Dodge action.
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Watcher knights are the guardians of Hallownest's spires, lookouts for the entire city. They protect the scholars and historians deep underground. They are the last line of defense should Hallownest's capital fall under attack. |
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