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Celestial watchers are large spherical creatures that appear to be composed of swirling molten gold featuring a single eye at its center. They are composed of pure positive energy and faithfully serve their masters. Watchers are created to serve celestials and good-aligned gods in the material plane as guards for vaults, strongholds or other important locations.
Large celestial, lawful good
Armour Class 15
Hit Points 26 (3d10 + 9)
Speed 0 ft., fly 30 ft. (hover)
STR 12 (+1) DEX 10 (+0) CON 16 (+3) INT 12 (+1) WIS 10 (+0) CHA 16 (+3)
Damage Resistances Radiant
Damage Immunities Thunder, Poison
Senses Truesight 120 ft., Passive Perception 10
Languages Telepathy 120 ft., All
Challenge 2 (450 XP)
Magic Resistance. The celestial watcher has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The celestial watcher’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect good and evil, detect magic, purify food and drink, invisibility (self only)
3/day: cure wounds, lesser restoration, aid, remove curse
1/day: greater restoration
Shielded Mind. The celestial watcher is immune scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Slam. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Eye Ray. Ranged weapon attack: +4 to hit, reach 90ft, cone, Hit: 7 (1d10 + 2) fire damage, +2 (1d4) radiant damage.
Paralyzing Ray. The celestial watcher shoots a ray at a creature it can see within 90 feet of it. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.