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The Watcher
The Watcher is a malevolent being, similar to the Wigan but enlarged and twisted beyond belief with evil power. It possesses a ravenous hunger and a sadistic, patient nature.
Eldritch Resistance. Can automatically pass three int, wis, or cha saves before or after the roll within 1 day.
Amphibious. The {name} can breathe air and water.
Sunlight Sensitivity. While in sunlight, the {name} has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Legendary Resistance. If the {name} fails a saving throw, it can choose to succeed instead (3/day).
Regeneration. The {name} regains 10 hit points at the start of its turn. If the {name} takes fire or acid damage, this trait doesn't function on its next turn. The {name} dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Beak. Melee Weapon Attack: +[8] to hit, reach 5 ft., one target. Hit: 3d6+10 piercing damage.
Summon Tentacle Group. Summons a group of tentacles from nearby to appear in a location within 50 ft of the Watcher. There are 1-6 tentacles per space, roll a d6+1 never scoring more than 6 to determine the tentacle value. Each tentacle provides 8 health to the group, whenever the group loses an incriment of 8 it loses a tentacle. Each tentacle has the ability "interrupt" with 3 charges, to be able to take its turn after an opponent finishes their turn instead of sharing an initiative with the Watcher. The tentacles can take 1 action if having 3 or less tentacles and 2 if they have 4 or more. They can take the following actions: Lash- hit an enemy for 1d6+[number of tentacles] bludgeoning, if 4 or more tentacles hit with 2d6 Wrap- dc 13 str/dex save or be grappled Squeeze- deals 1d4 bludgeoning for each tentacle grappling Drag- move tenticles and a grappled charachter up to 5ft