Watcher Knight (5e Creature)

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Watcher Knight[edit]

Large monstrosity, lawful neutral


Armor Class 19 (natural armor)
Hit Points 75 (6d10 + 42)
Speed 20 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 24 (+7) 13 (+1) 16 (+3) 15 (+2)

Saving Throws Str +8, Con +9
Skills Acrobatics +4, History +3, Intimidation +4
Proficiency Bonus +2
Damage Resistances bludgeoning
Senses passive Perception 13
Languages Undercommon
Challenge 3 (700 XP)


ACTIONS

Multiattack (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 ACTIONS

Roll. 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.


B_Watcher_Knight-2.png

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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