Watcher in the Water, LotR (3.5e Creature)
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[edit] Watcher in the Water
| Size/Type: | Gargantuan Magical Beast (Aquatic) |
|---|---|
| Hit Dice: | 20d10+180 (290 hp) |
| Initiative: | +4 |
| Speed: | Swim 20 ft. (4 squares) |
| Armor Class: | 20 (–4 size, +14 natural), touch 6, flat-footed 20 |
| Base Attack/Grapple: | +20/+44 |
| Attack: | Tentacle +28 melee (2d8+12/19–20) |
| Full Attack: | 2 tentacles +28 melee (2d8+12/19–20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6) |
| Space/Reach: | 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm) |
| Special Attacks: | Improved grab, constrict 2d8+12 or 1d6+6 |
| Special Qualities: | Darkvision 60 ft., low-light vision |
| Saves: | Fort +21, Ref +12, Will +13 |
| Abilities: | Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20 |
| Skills: | Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16 |
| Feats: | Alertness, Blind Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will |
| Environment: | Temperate aquatic |
| Organization: | Solitary |
| Challenge Rating: | 12 |
| Treasure: | Triple standard |
| Alignment: | Usually neutral evil |
| Advancement: | 21–32 HD (Gargantuan); 33–60 HD (Colossal) |
| Level Adjustment: | — |
See This Page for background information.
[edit] Combat
Improved Grab (Ex): To use this ability, the watcher must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A watcher deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex): A watcher can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A watcher has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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