Kingsmill Observer

by Dael Kingsmill

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Observer

Large aberration



  • Initiative +1
  • Proficiency +5
  • Speed 0 ft., fly 20 ft. (hover)
  • Skills Perception +12
  • Senses truesight 120 ft., passive perception 22
  • Languages Deep Speech, Common (telepathically)



Defence

Armour Class 18 (natural armour)
Hit Points 180 (19d10 + 76)
Saving Throws Con +4, Int +9, Wis +7, Cha +8
Condition Immunities prone, frightened

Antimagic Field. The Observer creates an area of antimagic, as in the antimagic field spell, wherever it looks in a 80-foot cone. At the start of each of its turns, the Observer decides which way the cone faces and whether the cone is active. The area works against the observer's own eye rays..

Reactions

Force Throw. When hit by a melee weapon attack, the Observer can use its reaction to telekinetically throw the creature who made the attack 30 ft in any direction, dealing 7 (2d6) Bludgeoning damage and knocking the creature prone.


Offence

A Mind for Science. The Observer can maintain two concentration effects at once. If a third beam that requires concentration is rolled, the concentration effect that has been active the longest is dropped. The Observer must make concentration checks whenever it takes damage, dropping all concentration effects on a failure.

Actions

Multiattack. The Observer makes two attacks with it's Pain Rays and activates its Eye Beams feature.

Eye Beams. The Observer shoots two magical eye beams from the table at random (reroll duplicates), choosing a different target it can see within 120 feet of it for each attack. Standard eye beam effects resolve themselves upon the Observer's death, while special eye beams effects remain permanent unless reversed through the use of a greater restoration or wish spell

Pain Rays. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage. The target automatically fails a Death Saving Throw if the ray reduces it to 0 hit points.

Rearrange Psyches. A sweeping wave of power ripples out in an 80 ft. cone from the Observer's central eye. Every creature within the area must make a DC 16 Charisma saving throw or have their mind transposed into the body of another creature who failed the same saving throw.
Creatures who are transposed retain their own mental stats and proficiencies. Spellcasters who learn their spells, like wizards, must make a successful concentration check equal to 10 plus the spell level in order to successfully cast a spell with somatic components. Spellcasters whose magic comes from their blood, like sorcerers, cannot access those spells while transposed.
Transposed creatures may be returned to their own bodies through use of the greater restoration spell, but it must be cast on two or more transposed creatures simultaniously to ensure each psyche has an available body to act as its destination. A single use of the wish spell can return all transposed creatures to their original bodies at once.




Eye Beams


d10 Beam Effect Conc.
1 The target creature perceives their surroundings as if they were viewing them upside down. The target player's rolls now treat lower numbers as desirable and high numbers as undesirable. For the purposes of attacks made against the Observer, a roll of 3 or lower is treated as successful, a natural 1 is treated as a critical success, and a natural 20 is treated as a critical failure. Modifiers that are usually added to the player's rolls are subtracted instead. Yes
2 The target creature has their relationship with gravity reversed and begins plummeting upwards. The creature can make a DC 16 Dexterity saving throw to grab onto a fixed object it can reach, avoiding the fall on a success. Fall damage is calculated normally. Yes
3 The target creature only knows how to communicate in Deep Speech. The target player must speak their sentences backwards, beginning with the last word and finishing with the first. Yes
4 The target character witnesses the passage of time ebbing and flowing in uneven bursts, speeding up and slowing down. The target player must reroll initiative at the end of each of their turns. Yes
5 The target creature becomes aware of the flex and release of every muscle they use in sequence. Any roll the target player would have made with a d20 must instead be made with 5d4. Yes
6 The target creature feels an invisible force lock around their throat and lift them off the ground. The creature takes 7 (2d6) bludgeoning damage and is grappled and choking. The creature may use their reaction to break the grapple (DC 16), and may repeat the attempt at the end of each of their turns. If the creature is still grappled at the beginning of its turn it takes an additional 2d6 bludgeoning damage. A creature that is choking drops to 0 hit points and falls unconscious after a number of rounds equal to its Constitution modifier. Yes
7 The beam strikes a part of the surrounding environment, animating it and imbuing it with hostility towards the Observer's enemies. This creature uses the Animated Boulder statblock below. No
d10 Beam Effect Conc.
8 The targeted creature makes a DC 16 saving throw using their spell casting ability. On a failure, the creature finds that they can only access their memories in fragmented moments. Whatever is the creatures highest level spell slot remaining, becomes a number of 1st level spell slots equal to the spell slot's original level (for example, a 4th level spell slot becomes four 1st level spell slots). A creature who cannot cast spells is unaffected by this ability. No
9 The targeted creature is blasted with psychic energy. The creature makes a DC 16 Intelligence saving throw, taking 4d8 psychic damage on a failed save, or half as much on a successful one No
10 Roll on the Special Beam Effect table.

d6 Special Beam Effect Conc.
1 The targeted creature becomes transformed into a different race. The targeted player rolls a d8 and, following alphabetical order and excluding half-elves, becomes the corresponding race from the Player's Handbook. No
2 The targeted creature feels their life force rearranged. The target player rerolls their maximum hit points. Their current hit points remain the same. No
3 The targeted creature feels as though their memories have been rearranged into a life they never led. The targeted player rolls 2d6 and swaps the corresponding ability scores. No
4 The targeted creature must make a DC 17 Constitution saving throw. On a failed save, the character's body begins to crystalise into pure diamond beginning with their hand, and the creature makes attack rolls that use that hand with disadvantage. It must repeat the saving throw at the end of each of its turns. On a success, the effect stops spreading. On three failures, the creature is petrified until freed by the greater restoration spell. No
5 The targeted creature is altered by this encounter on a universal level. If the creature is capable of gaining class levels they immediately gain one level in Aberrant Mind Sorcerer. No
6 The Observer attempts to separate the target into individual molecules. The targeted creature must succeed on a DC 17 Constitution saving throw or take 55 (10d10) necrotic damage. The target dies if the beam reduces it to 0 hit points. No



Animated Boulder

Medium construct



  • Initiative +0
  • Proficiency +3
  • Speed 15 ft.
  • Senses tremorsense 60 ft., passive perception 11
  • Languages None



Defence

Armour Class 16 (natural armour)
Hit Points 19 (2d8 + 10)
Saving Throws Str +8, Con +8, Int -5, Cha -5
Damage Resistances lightning, cold, necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhausted, frightened, paralysed, petrified, poisoned, unconscious

Aberrant Construct. If the animated boulder is targeted by an effect that dispels magic, its semblance of life vanishes and it crumbles back into rock.



Offence

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.



 

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