Sacred Watcher
Medium Deathless (Augmented Humanoid) — CR 7
Sacred Watcher is a D&D 3.5 monster from RH. CR 7, HD 5d12 (32 hp).
- Hit Dice
- 5d12 (32 hp)
- Initiative
- +5
- Speed
- Fly 30 ft, Fly 30 ft. (perfect)
- Armor Class
- 12, touch 12, flat-footed 11
- Base Attack / Grapple
- +5/+8
- Attack
- Incorporeal touch +6 melee, or masterwork bastard sword +10 melee, or masterwork shortbow +7 ranged Full Attack: Incorporeal touch +6 melee, or masterwork bastard sword +10 melee, or masterwork shortbow +7 ranged
- STR
- 16
- DEX
- 13
- INT
- 10
- WIS
- 12
- CHA
- 12
- Fort / Ref / Will
- +4 / +2 / +2
- Challenge Rating
- 7
- Alignment
- Any Good
- Level Adjustment
- +5
Special Abilities
Manifestationpositive energy touch
Feats
Sacred Watcher* (CR 7)
Medium Deathless (Augmented Humanoid)
Alignment: Any Good
Initiative: +5; Senses: Listen +11 and Spot +11
Hit Dice: 5d12 (32 hp)
Fort +4, Ref +2, Will +2 Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +8
Attack: Incorporeal touch +6 melee, or masterwork bastard sword +10 melee, or masterwork shortbow +7 ranged
Full Attack: Incorporeal touch +6 melee, or masterwork bastard sword +10 melee, or masterwork shortbow +7 ranged
Damage: Incorporeal touch 1d6 and positive energy, masterwork bastard sword 1d10+4/19-20), masterwork shortbow 1d6/x3
Special Attacks/Actions: Manifestation, positive energy touch Abilities: Str 16, Dex 13, Con -, Int 10, Wis 12, Cha 12
Special Qualities: Deathless, incorporeal, rejuvenation, +4 turn resistance, ward
Feats: Blind-fight; Cleave; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Power Attack B; Weapon Focus (bastard sword)
Skills: Climb +11, Hide +9, Listen +11, Ride +9, Search +8, and Spot +11
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Any
Organization: Solitary, gang (2-4), or mob (7-12)
Treasure/Possessions: None
Description
Sacred Watcher* (CR 7)
Medium Deathless (Augmented Humanoid)
Alignment: Any Good
Initiative: +5; Senses: Listen +11 and Spot +11
Hit Dice: 5d12 (32 hp)
Fort +4, Ref +2, Will +2 Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +8
Attack: Incorporeal touch +6 melee, or masterwork bastard sword +10 melee, or masterwork shortbow +7 ranged
Full Attack: Incorporeal touch +6 melee, or masterwork bastard sword +10 melee, or masterwork shortbow +7 ranged
Damage: Incorporeal touch 1d6 and positive energy, masterwork bastard sword 1d10+4/19-20), masterwork shortbow 1d6/x3
Special Attacks/Actions: Manifestation, positive energy touch Abilities: Str 16, Dex 13, Con -, Int 10, Wis 12, Cha 12
Special Qualities: Deathless, incorporeal, rejuvenation, +4 turn resistance, ward
Feats: Blind-fight; Cleave; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Power Attack B; Weapon Focus (bastard sword)
Skills: Climb +11, Hide +9, Listen +11, Ride +9, Search +8, and Spot +11
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Any
Organization: Solitary, gang (2-4), or mob (7-12)
Treasure/Possessions: None
Combat
Sacred Watcher* (CR 7)
Medium Deathless (Augmented Humanoid)
Alignment: Any Good
Initiative: +5; Senses: Listen +11 and Spot +11
Hit Dice: 5d12 (32 hp)
Fort +4, Ref +2, Will +2 Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +8
Attack: Incorporeal touch +6 melee, or masterwork bastard sword +10 melee, or masterwork shortbow +7 ranged
Full Attack: Incorporeal touch +6 melee, or masterwork bastard sword +10 melee, or masterwork shortbow +7 ranged
Damage: Incorporeal touch 1d6 and positive energy, masterwork bastard sword 1d10+4/19-20), masterwork shortbow 1d6/x3
Special Attacks/Actions: Manifestation, positive energy touch Abilities: Str 16, Dex 13, Con -, Int 10, Wis 12, Cha 12
Special Qualities: Deathless, incorporeal, rejuvenation, +4 turn resistance, ward
Feats: Blind-fight; Cleave; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Power Attack B; Weapon Focus (bastard sword)
Skills: Climb +11, Hide +9, Listen +11, Ride +9, Search +8, and Spot +11
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Any
Organization: Solitary, gang (2-4), or mob (7-12)
Treasure/Possessions: None