Watchmen Creature (CR +2)

Divine powers create these creatures (or they are the results of dedicated eldritch breeding programs). Regardless, what they create is the ultimate sentry to guard a particular portal or threshold; sometimes, though, they pursue those who have bypassed them through stealth or guile, capturing them and returning them to the other side of the doorway. Watchmen creatures are always bizarrely scaled and covered with a massive number of glaring, orange eyes.

Creating a Watchmen Creature

“Watchmen” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). A watchmen creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Alignment: Changes to Lawful Neutral. Sometimes the alignment of a creature that becomes a watchmen matches that of the deity that invested it with power. Other times, however, a deity punishes a wayward worshiper or an enemy of the faith by making it a divine guardian, or a breeder seeks to assimilate an enemy race in a similar fashion.

Armor Class: +4 natural armor bonus.

Speed: A watchmen creature is gifted with incredible speed. Each of its speeds is double the corresponding speed of the base creature. If the base creature flies, the watchmen creature’s maneuverability becomes perfect if it was not already.

Spell-Like Abilities: A watchmen creature retains all the spell-like abilities of the base creature, plus the spell-like as described below. Its caster level is 20th or the base creature’s, whichever is higher:

Continuous - detect magic, true seeing
At will - quickened dimensional anchor, discern location, greater teleport, planeshift.

The save DCs are Charisma-based.

Special Abilities: A watchmen creature retains all the special abilities of the base creature, plus the special abilities as described below:

All-Around Vision (Ex): A watchmen creature’s eyes allow it to see in all directions. Watchmen creatures gain a +4 racial bonus to Perception checks and cannot be flanked.

Eternal Sentry (Ex): A watchmen does not age or breathe. It does not require food, drink, or sleep.

Eye Rays (Su): Once every four rounds as a standard action, a watchmen creature can make ranged touch attacks against all creatures within 100 ft. (make only one ranged touch attack per creature). The subject takes a penalty to Constitution equal to 1d6 + 1 per two HD of the base creature (maximum 1d6+5). The subject’s Constitution score cannot drop below 1 from this attack. A successful Fortitude save (DC 10 + 1/2 the watchmen creature’s HD + its Cha modifier) reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Revolting Gaze (Su): See below, 30 feet, Fortitude (DC 10 + 1/2 the watchmen creature’s HD + its Cha modifier) negates or partial, see below. Primary effect lasts for 10 minutes per HD of the base creature; secondary effect lasts for 1 round.

Watchmen's CR Primary Effect Secondary Effect
2-4 Sickened None
5-9 Staggered Sickened
10-14 Nauseated Staggered
15+ Comatose1 Nauseated

1: The subject falls into a catatonic coma. During this time, it cannot be awakened by any means short of an effect that can remove a curse effect. This is not a sleep effect, and thus elves are not immune to it.

Touch the Intangible (Su): Watchmen creatures can touch, attack, and grapple incorporeal, astral, and ethereal creatures normally.

Unavoidable Gaze (Ex): Due to the eyes all over a watchman creature’s body, a creature that tries to avoid looking directly at it by “averting eyes” has only a 20% chance of doing so successfully, rather than the usual 50%. Further, a watchmen creature can actively gaze as a standard action affecting all creatures within range of its gaze attacks (not just one target). The opponents must attempt a saving throw but can try to avoid it via “averting eyes” as described above or “wearing a blindfold.” Thus, it is possible for an opponent to have to save against a watchmen creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Vulnerability to Gaze Attacks (Ex): A watchmen creature suffers a -4 penalty against all gaze attacks and loses any resistance or immunity it has to the effects of a gaze attack.

Abilities: Increase from the base creature as follows: Con +6 (+3 hp per HD, +3 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Wis +6 (+3 to Will saves, +3 to Heal, Perception, Profession, Sense Motive and Survival checks, add +3 to any of the base creature’s Wisdom-based DCs), Cha +6 (+3 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +3 to any of the base creature’s Charisma-based DCs).

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