Steel Watcher
- Hit points · HP
- 206
- Armour class · AC
- 16
- Level
- 11
- Strength
- 18+4
- Dexterity
- 22+6
- Constitution
- 18+4
- Intelligence
- 6-2
- Wisdom
- 10+0
- Charisma
- 10+0
Attacks and skills 6
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
9m
Bonus ActionMovement Speed 9
Seeker Matrix
Become able to see
Invisible creatures, and possibly reveal them to others.
Bonus Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Reprimand
A pacifying strike that knocks the target
Prone.
1.5m
Action
Possible damage types
Bludgeoning
Reposition Malefactor
Pull a miscreant towards you for more thorough correction.
14m
Dexterity saving throw
Action
Possible damage types
Bludgeoning
Unarmed Strike
Hit a target with your bare fists.
1.5m
Action
Possible damage types
Bludgeoning
Traits 8
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Immutable Form
Spells that alter someone's form have no effect on the affected entity, and it has a +5 bonus to
Saving Throws against spells that would remove it from this plane.
Saving Throws against spells that would remove it from this plane.Agile Chassis
The lightweight build of this Steel Watcher grants it
Advantage on Dexterity
Saving Throws and an additional 9m movement speed.
Advantage on Dexterity
Saving Throws and an additional 9m movement speed.Magic Resistance
Has
Advantage on
Saving Throws against spells and other magical effects.
Advantage on
Saving Throws against spells and other magical effects.Failsafe Protocol
After losing a significant amount of
hit points, this creature will begin a
Self-Detonation Protocol to eliminate all nearby threats. If it dies, it instantly
Detonates.
hit points, this creature will begin a Perfect Sentry
You can't be
Surprised.
Darkness Rules
No game description available.
Initial conditions and difficulty effects 0
4 internal effects have no display name.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.
2 conditional effects are not included in the base values.