Watcher (5e Creature)

Watcher

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
Damage Vulnerabilities psionic
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, incapacitated, stunned
Senses passive Perception 12
Languages Abyssal, Common, Dwarvish, Elvish, Dwarvish, Giant, Halfling, telepathy 120 ft.
Challenge 1/2 (100 XP)


Superior Invisibility. As a bonus action, the watcher can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the watcher wears or carries is invisible with it.

ACTIONS

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

REACTIONS

Active Invisibility. When hit by an attack, a watcher can use its reaction turn invisible and move up to its speed. This movement does not provoke opportunity attacks.

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. They watchers are the heralds of more sinister creatures.


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