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BEHOLDER-KIN, Watcher |
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Large Aberration |
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Hit Dice: 3d8+3 (16 hp) |
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Initiative: +0 |
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Speed: 5 ft, 40 ft fly (perfect) |
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AC: 13 (-1 size, +4 natural) |
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Attacks: Tentacle slap +1 melee, eye rays +1 ranged touch |
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Damage: Tentacle slap 2d6 |
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Face/Reach: 5 ft by 5 ft/5 ft |
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Special Attacks: Stun, eye rays |
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Special Qualities: All-around vision, fly, darkvision 60 ft |
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Saves: Fort +2, Ref +2, Will +2 |
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Abilities: Str 10, Dex 10, Con 12, Int 4, Wis 10, Cha 12 |
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Skills: Gather Information +7, Listen +2, Search +3, Spot +8 |
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Feats: Alertness |
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Climate/Terrain: Any land and underground |
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Organization: Solitary or gang (2–4) |
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Challenge Rating: 3 |
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Treasure: None |
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Alignment: Usually neutral |
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Advancement: 4-9HD (Medium-size) |
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If the lensmen are the lowest caste of beholder-kin, then watchers are number two from the bottom. These creatures have been relegated the role of information gatherers and are the least brave of all the eye tyrant races. |
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Watchers are six-foot-wide orbs with three central eyes evenly spaced around the circumference of the sphere. These eyes are huge and have no eyelids. A large compound eye sits atop the crown. A ring of six, small eyespots ring the compound eye. A large tentacle with a barbed prehensile tip extends from the ventral surface, right behind the small mouth with its rasp-like tongue. |
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COMBAT |
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Watchers are not aggressive warriors; they prefer misdirection and flight to actual confrontation. If forced into combat, a watcher attacks with its tentacle and eye rays, all the while seeking to escape as soon as it can. |
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Stun (Ex): A creature hit by a watcher’s tentacle slap must succeed at a Fortitude save (DC 12) or be stunned for 1d6+2 rounds. |
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Eye Rays (Su): Each of its main eyes has two powers. The compound eye has three powers available. Each eye can use one power, as a ray once per round, even while the watcher is attacking physically or moving at full speed. It can only attack with an eye ray that is facing its opponent. A watcher can tilt and pan its body each round to change which ray it can bring to bear in an arc. |
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Each eye’s effect resembles a spell cast by a 5th-level sorcerer but follows the rules for a ray (see Aiming a Spell, page 148 in the Player’s Handbook). All rays have a range of 50 feet and a save DC of 12. |
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True Seeing: This ray emanates from its first eye. It operates in the same way and with the same restrictions as the spell of the same name. |
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Detect Thoughts: This ray emanates from its first eye. The target must succeed in a will save or be affected as though by the spell. Creatures can resist the effect with a successful Will save. |
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Major Image: This ray emanates from its second eye. It operates in the same way and with the same restrictions as the spell of the same name. |
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Greater Shadow Evocation: This ray emanates from its second eye. It operates in the same way and with the same restrictions as the spell of the same name. |
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Telekinesis: This ray emanates from the watcher’s third eye. The watcher can move objects or creatures that weigh up to 125 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save. |
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Teleport: This ray emanates from the watcher’s third eye. It operates in the same way and with the same restrictions as the spell of the same name. A watcher usually has a variety of favorite locations to which it can teleport itself and its foes, usually sending its foes into previously prepared holding cells or to the lair of a more powerful monster. Creatures can resist the effect with a successful Will save. |
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Message: This ray emanates from the compound eye. It operates in the same way and with the same restrictions as the spell of the same name. |
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Tongues: This ray emanates from the compound eye. It operates in the same way and with the same restrictions as the spell of the same name. |
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Suggestion: This ray emanates from the compound eye and resembles the spell of the same name. Creatures can resist the effect with a successful Will save. |
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All-Around Vision (Ex): Watchers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked. |
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Flight (Ex): A watcher’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. This buoyancy also grants it a permanent feather fall effect with personal range. |
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The Watcher first appeared in the Spelljammer MC (TSR, 1990). |