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Watcher of Green Pyramid

Eye of the Watcher CR 20

This vaguely dragonfly-like entity has a small knob-like head with horns or feelers but no other visible organs. The body is segmented and broken in the middle, where a brightly glowing green orb shines forth.

XP 307,200
CE Large construct
Init +12; Senses darkvision 60 ft., deathwatch, lifesense, low-light vision, see in darkness, true seeing, x-ray vision; Perception +43

DEFENSE

AC 42, touch 17, flat-footed 34 (+8 Dex, +25 natural, –1 size)
hp 371 (22d10+250)
Fort +17, Ref +17, Will +14
Defensive Abilities death throes, infused with life; DR 15/—; Immune cold, fire, construct traits; Resist acid 30, electricity 30; SR 31
Weaknesses degrading armor, energy loss

OFFENSE

Speed 40 ft., fly 90 ft. (good)
Melee gore +36 (3d8+22/19–20), tail slap +31 (2d6+22), 2 wings +31 (1d10+22)
Ranged energy beam +29 touch (10d6 force damage)
Space 10 ft.; Reach 10 ft.
Special Attacks annihilation ray, blessing gaze, energy beams
Spell-Like Abilities (CL 20th; concentration +30)

Constantdeathwatch, true seeing
At will—self-destructive teleportation

STATISTICS

Str 40, Dex 27, Con —, Int 13, Wis 24, Cha 31
Base Atk +22; CMB +38; CMD 56 (can’t be tripped)
Feats Bleeding Critical, Critical Focus, Flyby Attack, Improved Critical (gore), Improved Critical (energy beam), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike
Skills Fly +35, Perception +43, Stealth +26; Racial Modifiers +8 Perception
Languages Aklo, Mi-Go
SQ no breath, powerful blows, starflight

SPECIAL ABILITIES

Annihilation Ray (Su)

As a swift action in any round in which it hasn’t yet used its blessing gaze or energy beam attack, the eye of the Watcher can unleash a destructive beam of annihilation from its central eye. When it does so, it cannot use its blessing gaze or energy beams for 2 rounds, and takes 100 points of damage (this damage bypasses its damage reduction and resistances). The annihilation ray is a 200-foot-long line of energy that inflicts 20d10 points of damage to all creatures and objects in its path. A successful DC 31 Reflex save halves the damage. A creature or object reduced to 0 hp or less by the annihilation ray is slain, its remains reduced to dust. The save DC is Charisma-based.

Blessing Gaze (Su)

As a free action once every other round, the eye of the Watcher can turn its blessing gaze upon all creatures in a 90-foot cone. Creatures caught in this area of effect must make a successful DC 31 Will save or be paralyzed for 1 round and take 10d6 points of damage from the overwhelming mental anguish of the eye’s eldritch blessing. A creature that successfully saves against this effect must make a second successful DC 26 Will save or be confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based, and the secondary confusion effect has a –5 racial penalty (already included in listed save).

Death Throes (Ex)

An eye of the Watcher that is reduced to 0 hit points as a result of activating its annihilation ray, using its self-destructive teleportation, or due to energy loss drops inert and dead to the ground. If reduced to 0 hit points in any other way, the eye explodes upon its destruction, inflicting 10d6 points of force damage and 10d6 points of piercing damage to all creatures (and objects) in a 60-foot-radius spread. A successful DC 31 Reflex save halves this damage. The save DC is Charismabased.

Degrading Armor (Ex)

An unharmed eye of the Watcher has incredibly tough armor, but as the creature takes damage its armor begins to crack. At 75% of its maximum hit points (278 hp for the typical eye) its natural armor bonus drops to +20. At 50% of its maximum hit points (185 hp for the typical eye) its natural armor bonus drops to +15. At 25% of its maximum hit points (93 hp for the typical eye), the eye loses its damage resistance and physical attacks against it have their critical multiplier increased by 1.

Energy Beams (Su)

As a standard action, but no more often than once every 1d4 rounds, an eye of the watcher can fire 1d20 energy beams from its central eye. It can only target a single creature or object with 1 beam at a time, regardless of how many beams it fires in total. Each beam is a ranged touch attack, with a maximum range of 200 feet (no range increment), and inflicts 10d6 points of force damage on a successful hit.

Energy Loss (Ex)

An eye of the watcher uses its own life energy when it takes more than one action (either a standard or move) in a round. When it does so, it takes 1d6 points of damage (this damage bypasses its damage reduction and resistances).

Infused with Life (Ex)

An eye of the watcher is infused with raw life energy from its eldritch source. It uses its Charisma score to modify its hit points instead of its Constitution score, and applies its Charisma modifier as a bonus to Fortitude saving throws.

Lifesense (Ex)

An eye of the watcher senses and locates living creatures within 60 feet, as if it had the blindsight ability.

Powerful Blows (Ex)

An eye of the watcher’s melee attacks always apply 1.5 times its Strength modifier to damage, including when it makes a full attack or uses secondary weapons like its wings or tail slap.

Self-Destructive Teleportation (Sp)

An eye of the watcher can teleport any distance (as per greater teleport with the capacity to travel to other galaxies), but when it does so it takes 150 points of damage. An eye never uses this ability to flee combat, and typically only uses it if it absolutely must travel to a destination swiftly.

Starflight (Su)

An eye of the watcher can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 1d10 days, while a trip beyond a solar system normally takes 3d10 months (or more, at the GM’s discretion), provided the eye knows the way to its destination.

X-Ray Vision (Ex)

If it so chooses, an eye of the watcher can see into and through solid matter to a range of 30 feet. This vision can penetrate 5 feet of stone, up to 1 foot of most metal, or up to 15 feet of wood or dirt. Thicker substances or a thin sheet of lead or denser material blocks the vision.

ABOUT

On Yuggoth, there exists a huge structure known as the Green Pyramid. It was built eons ago to contain the Watcher, a colossally powerful entity. Even when inactive, the Watcher produces vast amounts of usable energy, so the fungi from Yuggoth have built cities on the slopes of the pyramid despite the terrible danger there.

Periodically, the energy drain on the watcher awakens it, and it strikes out, devastating hundreds of miles of territory. For the fungi, who have no personal sense of survival, losing millions of their readily replaced population is well worth the energy gained by tapping into the pyramid.

The Watcher itself is enormous. Though it only leaves the pyramid every few decades, it often sends forth a fluttering swarm of eyes. The nature of the eyes is why, in fact, the entity was named “the Watcher” in the first place.

Eyes of the Watcher

Each winged eye is actually a separable organ of the Watcher. The winged eyes can see through the Watcher’s glowing chest organ, which acts as the creature’s main sensory apparatus. The eyes are overall dark gray in color. In essence, only the glowing orb is the eye itself, while the armored torso and wings are simple augmentations to give the organ protection and movement. A typical eye is 12 to 15 feet long, and weighs around 2,000 pounds.

The Watcher itself “feeds” off any increase in nearby cosmic entropy. This is the reason for the Watcher’s massively destructive activity: the more havoc it wreaks, the more “food” it receives. The eyes also try to create devastation and ruin because they can channel this chaos directly to the Watcher. In other words, neither the Watcher nor the eye “eat” in a conventional sense. Killing sapient beings, destroying buildings, and causing volcanic eruptions, etc. is the Watcher’s provender.

The eyes do not have individual sensibilities—they are literally just a disposable organ of a greater being.

They do not have any sense of self-preservation, as the Watcher produces millions of them at a time and can easily replace them. The eyes do not typically work in groups but flit about individually. They appear from the Green Pyramid when the Watcher is hungry or disturbed, and fly or teleport away to other worlds to destroy and absorb the wreckage for the Watcher. Though the total mayhem produced by all the eyes is immense, their effect is spread over multiple worlds, which means that they are rare—perhaps only half a dozen or so might infest any particular world.

An eye’s armor represents its personal energy reserves, of which it has a finite amount when separated from the Watcher.

When it runs out, the eye is depleted, the glow vanishes and it drops to the ground, inert.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.