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The Watcher in the Void

Large aberration, unaligned

AC
18
HP
220
Speed
CR
13

A floating orb of flesh and eyes that drifts through the void between worlds. Its central eye can mute all magic, while its lesser eyes fire rays of pure entropy. The Watcher is a creature of pure negation, an aberration born from the space where magic goes to die.


Armor Class 18 (natural armor)

Hit Points 220


STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)

Senses darkvision 120 ft., truesight 60 ft., passive Perception 19

Languages Deep Speech, telepathy 120 ft.

Challenge 13


Traits

Antimagic Gaze. The watcher can open its central eye as a bonus action, creating a 150-foot cone of antimagic. Spells and magical effects are suppressed within that cone, as if in an antimagic field. The eye remains open until the start of the watcher's next turn.

Legendary Resistance (3/Day). If the watcher fails a saving throw, it can choose to succeed instead.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The watcher shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Fear Ray: The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. 2. Paralysis Ray: The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. 3. Telekinetic Ray: The target must succeed on a DC 17 Strength saving throw or be moved up to 30 feet in any direction and restrained. 4. Slowing Ray: The target must succeed on a DC 17 Dexterity saving throw or have its speed halved and be unable to take reactions for 1 minute. 5. Sleep Ray: The target must succeed on a DC 17 Wisdom saving throw or fall asleep for 1 minute. 6. Petrification Ray: The target must succeed on a DC 17 Dexterity saving throw or begin to turn to stone.

Legendary Actions

The watcher can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The watcher regains spent legendary actions at the start of its turn.

Gaze. The watcher uses its Antimagic Gaze.

Detect. The watcher makes a Wisdom (Perception) check.

Desiccate. The watcher targets one creature it can see within 60 feet. The target takes 9 (2d8) necrotic damage.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Villains, Minions and Their Tactics
Aaron Hübrich · 2023
The Game Master's Book of Non-Player Characters
Jeff Ashworth · 2021
The Game Master's Book of Astonishing Random Tables
Ben Egloff · 2023