Watchmen exist to be 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. Divine powers sometimes create these creatures, or they may be the result of dedicated eldritch breeding programs. Watchmen creatures are always bizarrely scaled and covered with a massive number of glaring orange eyes.
“Watchmen” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature).
A watchman creature uses all the base creature’s statistics and special abilities except as noted here.
Alignment: Changes to Lawful Neutral.
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.
Special Abilities: A watchman creature retains all the special abilities of the base creature, plus the special abilities as described below:
All-Around Vision (Ex)
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 attack 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) for one minute per HD of the watchman creature. The subject’s Constitution score cannot drop below 1. 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)
This gaze attack has a range of 30 feet. The effect varies based on the creature’s HD, as detailed on the table below, with a successful Fortitude save (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|
*The subject falls into a catatonic coma, which acts as sleep but creatures immune to sleep can still be in a coma. During this time, it cannot be awakened by any means short of an effect that can remove a curse effect.
Touch the Intangible (Su)
A watchmen creature can actively gaze as an 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 it eyes or wearing a blindfold (causing the watchman creature to have total concealment from the opponent). 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)
Abilities: Increase from the base creature as follows: Con +6, Wis +6, Cha +6.
Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.