Watcher

Level 22
Creature· monitorRareGargantuanRemaster
AC 48
HP 450 (regeneration 20 (deactivated by void))
Speed 40 ft.
Fort +36
Ref +34
Will +40
Perc +43
Size Gargantuan
Rare
Immunities blinded, dazzled, controlled, prediction
Resistances force 20
Speeds 40 ft., fly 60 ft.
Skills occultism +42, religion +42, stealth +40, arcana +39, crafting +39, survival +39, acrobatics +38
Recall Knowledge arcana DC 49

Attacks

Melee Talon +40/+36/+32(agile, reach 20 ft., unarmed)
Damage: 4d10+18 slashing
Effect: torn from time

Abilities

Apocalyptic Knowledgeinteraction

A watcher can attempt a Jandelay Lore check to Recall Knowledge about any world that has been destroyed or is on the precipice of destruction.

Speechlessinteraction

A watcher can't speak aloud and must use writing, telepathy, or other methods to communicate.

Constant Spellsinteraction

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

All-Around Visiondefensive

This monster can see in all directions simultaneously and therefore can't be flanked.

Regeneration 20 (Deactivated by Void)defensive

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Inconspicuous Miendefensive(mental)

Despite their size, a watcher's role as an uninvolved observer of the Great Beyond causes most creatures to overlook and ignore them. A watcher is always undetected, and a creature must deliberately Seek to perceive them unless it succeeds at a DC 45 will saving throw to perceive the watcher (usually as a free action at the start of an encounter). The watcher is automatically perceived by a creature they interact with, such as by attacking the creature or targeting it with a spell or effect.

Stabilization Vulnerabilitydefensive

Whenever a watcher's teleportation effect is counteracted as it's being activated, they become Stunned 1.

Beacon of Jandelayoffensive(exploration, occult)

The watcher spends 10 minutes erecting a glowing spire of pale yellow energy, marking an important site destined for an apocalypse for collection and preservation in the Apocalypse Archive. Whenever a watcher uses a teleportation effect to reach a Beacon of Jandelay, they don't need a locus and always arrive on target. A watcher can create a Beacon of Jandelay even while Out of Phase. If the watcher creates a new beacon, any previous Beacon of Jandelay they created vanishes.

Mythic Ritualistoffensive(fortune)

Although a watcher isn't a mythic creature, when they cast Freedom or Imprisonment, they attempt Occultism checks at mythic proficiency, and roll those checks twice and take the better of the two results.

Out of Phase◆◆◆offensive(occult, teleportation)

Frequency once per day Effect The watcher shifts themself out to desynchronize with reality, allowing them to observe a world without becoming caught in the world's events (including any apocalypses). While Out of Phase, the watcher is invulnerable to all damage and can't be targeted or affected by anything for 1 round, but they can't cast spells, activate items, or use actions that have the attack or manipulate trait. A watcher can Sustain this activity as long as they wish and automatically phases back in at the end of a turn in which they don't do so. A watcher can also Dismiss this activity as free action at the beginning of their turn.

Torn from Timeoffensive(incapacitation, occult)

Frequency once per round Trigger The watcher's last action was to damage a creature with their talon Strike Effect The creature's body grows numb, and it loses control of its muscles, entering a form of temporal hibernation. The creature must attempt a DC 45 will save. Critical Success The creature is unaffected. Success The creature is Slowed 1 for 1 round. Failure The creature is slowed 1 with an unlimited duration and must attempt a DC 45 will save at the end of each of its turns. On a failed save, its slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1 (or by 2 on a critical success); the effect ends if this reduces the value to 0. A creature unable to act due to the slowed condition from Torn from Time becomes permanently Paralyzed and enters a state of suspended animation in which they don't age or require food or drink. A creature in this form of stasis remains aware of its surroundings and the passage of time, and if left in this state long enough, it might suffer extensive mental trauma at the GM's discretion. Critical Failure As failure, but the creature is initially Slowed 2.

Description

Watchers lurk in the shadows of the Universe, witnessing as history unfolds around them across space and time. They come to worlds on the brink of destruction, recording these worlds' fates and cataloguing apocalyptic events for eternal enshrinement in their massive archives of Jandelay. Watchers usually perform this work unseen, slipping into the background of a plane so they can set their strange beacons undisturbed and secretly place creatures into stasis for transport back to their archives.

Though they concern themselves with calamities and apocalyptic events, the watchers have no desire to see a world end before its time. They're attracted to the actions of mortal heroes who defy fate and work to avert disasters, and they only rarely intervene to preserve an appointed apocalypse from being stalled by these heroes, often content to witness and record the curious heroics.

When faced with unusual news or threats to Jandelay, watchers congregate into small councils to discuss and consider. These councils typically number no more than five watchers, with one watcher designated as the council's observer, recording and remembering the meetings. Watcher councils are patient and deliberate, slow to reach any decisions, but once they reach a conclusion, there's always a unanimous consensus.

Watchers have six long, slick insectile legs and stand approximately 30 feet tall. Small, prehensile filaments hide within their talons, which allow the watchers to achieve an astonishing degree of manual precision.

Many watchers hold an almost religious reverence for the cycle of preservation and destruction that emerges between themselves and the Oliphaunt of Jandelay. This dualistic belief in that which is eternal and that which is lost is commonly interpreted as a faith that deifies both the Oliphaunt and a mysterious First Watcher as demigods of Jandelay. The watchers are often seen alongside the Oliphaunt when it rampages across the Universe, and whether they truly see it as a god, a colleague, or merely a necessary planar phenomenon, the truth of their relationship might simply defy mortal categorization and understanding.

Creation and Destruction

The watchers share Jandelay's fields with the Oliphaunt, herald of the apocalypse, a gargantuan beast that visits worlds on the eve of their annihilation to wreak havoc and destruction. Few scholars can agree if the watchers reach a doomed world first, creating beacons that call the Oliphaunt, or if the Oliphaunt instinctively knows when a world is on the brink of calamity and the watchers follow it as their apocalyptic guide.

Fending Off the Watchers

The Beacons of Jandelay, towers of energy erected by watchers to mark worlds on the eve of their apocalypse, are a terrifying sight for those who recognize their significance. Though the watchers are commonly understood as mere observers and recorders, some scholars theorize the watchers call the Oliphaunt from Jandelay themselves only after erecting their beacons and preparing to record the ensuing calamity. By repelling the watchers and destroying their beacons (which have AC 48, Hardness 40, and 380 HP) or countering the beacons with an effect like dispel magic, these scholars believe doomed worlds can be snatched from the jaws of ruin.

Traits