Watcher

The Watchers are a race of bio-mechanical floating orbs of flesh and metal with camera lenses as their corneas, a large central eye that is always turned toward to their prey.  The center eye provides levitation and other basic cognitive functions.

In addition to the large central eye, Watchers have 8 retractable compartments containing foot-long extensions that appear long enough to cause their effects before retracting back into the metallic carapace of the Watcher.  Four of these extensions are standard to all Watchers, and 4 with special powers based on the type of Watcher.  Each power recharges 4 rounds after use, and each Watcher can use 2 extensions each round (3 if they do not move):

  • Telekinesis: objects up to 300 lbs.
  • Lightning Bolt: 3d6 to all in a line, bouncing off conductive surfaces, DC 25 reflex for half damage
  • Stun Ray: stuns target for 1d4 rounds, +15, DC 25 fortitude to halve (min 1)
  • Fear: DC 25 will save negates, cower in fear for 1d4 rounds
  • 4 specific to the type of Watcher

This eye is a gem (the types vary by Watcher) worth 10,000 credits.  Any damage dealt to the Watcher in 20 or more points (after the DR/10) in a single strike disables one of the 8 extensions.  Roll 1d8 to determine which, rerolling any results that correspond with extensions which are already disabled.

In addition, a simplified humanoid brain is used to power the Watcher.  Some of these come directly from humans, while others are synthesized via artificial means.  These brains are programmed like computers, allowing the Watchers to be provided commands that govern their abilities, granting them semi-sentience.

Other stats of interest:

Init: +6 Senses: darkvision 60’ Listen -2 Spot +25
Languages: Telepathy 60’ and either common or none

AC: 26 (-1 size, +3 dex, +14 natural)
HP: 130 (12d12+44)

Defenses: SR 20, DR 10 / psychic
Saves: Fort: +9 Ref: +7 Will: +11
Speed: fly 30 ft.

Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4), various extensions
Full Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4), various extensions
Attack Options: Lightning Touch, Spell-like effects

Space / Reach: 10ft. / 5ft.
Base Attack: +8 Grapple: +12

SQ: DR 10/psychic, SR 20, All-around vision, Flight

SA: spell like abilities: Blur
Feats: Alertness, Flyby Attack, Great Fortitude, Quicken Spell-Like Ability (Blur)

Abilities: Str 11 Dex 16 Con 18 Int 16 Wis 14 Cha 15

Skills: Hide +12, Knowledge (arcana) +14, Knowledge (planes) +8, Search +18, Spot +25, Survival +6
Spell-like abilities: 1/day – blur (caster level 13)

DR: 10/good
Spell Resistance: 20

There are several varieties of Watchers, four of which are detailed here.

Reflect Watcher

  • Mirror Image: Reflects 50% of attacks back on attacker
  • Pass Through Glass: Can pass through reflective surfaces
  • Force Shield: 20’, similar to a wall of force.  Impassable, except via telekinesis and shadow dancing.
  • Laser Light: 1d6+1 and target must succeed on a DC 25 reflex save or be blinded for 1d4 rounds.

Holo Watcher

  • Ghosting: All attackers have a 50% miss chance.  Hits occur against the inner hull, which is considerably smaller than the appearance of the holo watcher.
  • Illusions: Projects illusions every round (disbelieve on DC 25 will save).  Favored illusions include doorways and passageways that appear to open along the walls, pits that lead the target to them, as well as spurious letters and numbers and obscuring the actual letters on walls, doors, etc.
  • Spotlight: Target must succeed on a DC 25 reflex save or be blinded for 1d4 rounds.
  • Ghost Sound: Sounds of approaching enemies, impending doom, creaking locks, levers, doors, etc.

Striker Watcher

  • True Strike: Deals 1d4 damage on an automatic hit each round (recharges every round).
  • Force Push: Either a living or inanimate target 3 squares.  In this case, the metal spheres can be pushed into the goals for points.
  • Dive: The Watcher can shift 1 square to block a shot.
  • Laser Beam: 2d8+4 damage on a successful hit (+10 with a DC 25 reflex save for half).

Defender Watchers (Minor)

  • These Watchers have the same base powers of the Watchers, but only the 4 core extensions (lightning bolt does 1d6+1 to all targets in a straight line).
  • 60hp, AC 23.

Shadow Watcher

  • Invisibility: to those who see the visible spectrum, but visible via infrared sensing.
  • Fireball: 3d6 to a 4×4 square area, DC 25 reflex for half damage.
  • Darkness: as the spell, in a 20’ radius.
  • True, Extra-sensory Sight: Can see all, never flat-footed.

Many more varieties exist; feel free to extend these Watchers to fit your own campaign.


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