Goldfish
Friendly Spider-Fish Abomination
- Location
- Formerly of the Far Realm
Here's the third in my series of Watchmen creatures, joining the Vigilant Briar (CR 4) and Hunter Bio-Construct (CR 10) in nosily guarding our realm, the Watchmole. They're CR 6 and will cost 1,320 IM with the Telepathy upgrade. That's twice the cost to grow a Vigilant Briar, but still quite reasonable for all they bring to the table.
These little guys have as many special sensory abilities as we can reasonably cram into a single creature, including Mindsight, Blindsight, Tremorsense, and Scent, to go along with their True Seeing SLA. Giving them the Track feat and maxing out their Survival skill ranks means they can use their Scent ability to be incredibly good trackers on top of everything else.
They're also highly mobile, being fast on the ground, fairly quick under the ground, and decent swimmers if they're ever called on to take to the water. @DragonParadox, I did make one change I wanted to clear with you before finalizing them. I swapped out the Greenbound's at will Entangle SLA for a self-only Rapid Burrowing SLA that would allow the Watchmole to double their Burrowing speed. It seemed to fit the Watchmole better than Entangle, though Entangle would be by far the better combat option. If it's an issue, I can swap it back in no problem.
I'm not sure how many we should add to the Forge order, @egoo. Thoughts?
These little guys have as many special sensory abilities as we can reasonably cram into a single creature, including Mindsight, Blindsight, Tremorsense, and Scent, to go along with their True Seeing SLA. Giving them the Track feat and maxing out their Survival skill ranks means they can use their Scent ability to be incredibly good trackers on top of everything else.
They're also highly mobile, being fast on the ground, fairly quick under the ground, and decent swimmers if they're ever called on to take to the water. @DragonParadox, I did make one change I wanted to clear with you before finalizing them. I swapped out the Greenbound's at will Entangle SLA for a self-only Rapid Burrowing SLA that would allow the Watchmole to double their Burrowing speed. It seemed to fit the Watchmole better than Entangle, though Entangle would be by far the better combat option. If it's an issue, I can swap it back in no problem.
I'm not sure how many we should add to the Forge order, @egoo. Thoughts?
Watchmole
Young Greenbound Watchman Dogmole (+3 RHD) - CR 6
Size/Type: Small Plant
Hit Dice: 6d8 (30) + 30 (CON) = 60 HP
Initiative: +5 (DEX)
Speed: 60 ft., Burrow 20 ft., Swim 20 ft.
Armor Class: 27 (+1 Size, +5 Dex, +11 Natural), Touch 16, Flat-Footed 22
Base Attack/Grapple: +4/+8
Full Attack: 1 slam +7 (1d4+2) or 1 bite +7 (1d4+2) and 2 claws +2 (1d3+2)
Space: 5 ft., Reach: 5 ft.
Special Attacks: Eye Rays, Revolting Gaze, Unavoidable Gaze
Special Qualities: Telethapy 100 ft., Scent, Blindsight 30 ft., Tremorsense 60 ft., Darkvision 60 ft., Low-light Vision, Fast Healing 3, Damage Reduction 10/Magic & Slashing, Plant Traits (Immune to Mind-Affecting, Poison, Sleep, Paralysis, Polymorph, Stunning, Critical Hits), Resistance 10 (Cold & Electricity), Spell-like Abilities, All-Around Vision, Eternal Sentry, Touch the Intangible, Vulnerable to Fire (+50% damage), Vulnerability to Gaze Attacks
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 14, Dex 20, Con 21, Int 10, Wis 18, Cha 20
Skills: Climb +2, Hide +5 (+21 in forests), Listen +10, Move Silently +5 (+21 in forests), Spot +19, Survival +13, Swim +2. Racial Modifiers: +4 Listen & Spot, +16 Hide & Move Silently while in a forest
Feats: Alertness, Mindsight, Track
Languages: Low Valyrian (Braavosi) [cannot speak]
Alignment: Lawful Neutral
Burrow (Ex): Watchmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 2-1/2 ft. in diameter.
Telepathy (Su): Watchmoles can communicate Telepathically with any creature which has a language within 100 feet.
Spell-Like Abilities (Sp): 6th Caster Level: At Will: Pass Without Trace, Rapid Burrowing (self only), Speak with Plants, 1/Day: Wall of Thorns
Watchman:
Young Greenbound Watchman Dogmole (+3 RHD) - CR 6
Size/Type: Small Plant
Hit Dice: 6d8 (30) + 30 (CON) = 60 HP
Initiative: +5 (DEX)
Speed: 60 ft., Burrow 20 ft., Swim 20 ft.
Armor Class: 27 (+1 Size, +5 Dex, +11 Natural), Touch 16, Flat-Footed 22
Base Attack/Grapple: +4/+8
Full Attack: 1 slam +7 (1d4+2) or 1 bite +7 (1d4+2) and 2 claws +2 (1d3+2)
Space: 5 ft., Reach: 5 ft.
Special Attacks: Eye Rays, Revolting Gaze, Unavoidable Gaze
Special Qualities: Telethapy 100 ft., Scent, Blindsight 30 ft., Tremorsense 60 ft., Darkvision 60 ft., Low-light Vision, Fast Healing 3, Damage Reduction 10/Magic & Slashing, Plant Traits (Immune to Mind-Affecting, Poison, Sleep, Paralysis, Polymorph, Stunning, Critical Hits), Resistance 10 (Cold & Electricity), Spell-like Abilities, All-Around Vision, Eternal Sentry, Touch the Intangible, Vulnerable to Fire (+50% damage), Vulnerability to Gaze Attacks
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 14, Dex 20, Con 21, Int 10, Wis 18, Cha 20
Skills: Climb +2, Hide +5 (+21 in forests), Listen +10, Move Silently +5 (+21 in forests), Spot +19, Survival +13, Swim +2. Racial Modifiers: +4 Listen & Spot, +16 Hide & Move Silently while in a forest
Feats: Alertness, Mindsight, Track
Languages: Low Valyrian (Braavosi) [cannot speak]
Alignment: Lawful Neutral
Burrow (Ex): Watchmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 2-1/2 ft. in diameter.
Telepathy (Su): Watchmoles can communicate Telepathically with any creature which has a language within 100 feet.
Spell-Like Abilities (Sp): 6th Caster Level: At Will: Pass Without Trace, Rapid Burrowing (self only), Speak with Plants, 1/Day: Wall of Thorns
Watchman:
- Eternal Sentry (Ex): A Watchmole does not age or breathe. It does not require food, drink, or sleep.
- Touch the Intangible (Su): Watchmoles can touch, attack, and grapple Incorporeal, astral, and ethereal creatures normally.
- All-Around Vision (Ex): A Watchmole's eyes allows it to see in all directions. It also benefits from a +4 Racial bonus to Listen and Spot checks and cannot be Flanked.
- Vulnerability to Gaze Attacks (Ex): A Watchmole suffers a -4 penalty against all Gaze attacks and loses any resistance or immunity it has to the effects of a Gaze attack.
- Spell-Like Abilities (Sp): 20th Caster Level; Constant: Detect Magic, True Seeing, At Will: Quickened Dimensional Anchor, Discern Location, Greater Teleport (self plus 50 pounds), Plane Shift (self plus 50 pounds).
- Revolting Gaze (Su): The Watchmole can make a Gaze attack against any creature within 30 feet. If the creature fails a DC 18 Fortitude save, it is Staggered for one hour. If it succeeds, it is instead Sickened for one round
- Eye Rays (Su): Once every four rounds as a Standard Action, a Watchmole can make a Ranged Touch Attack against all creatures within 100 ft. (make only one attack per creature). The subject takes a penalty to Constitution equal to 1d6+3 for six minutes. The subject's Constitution score cannot drop below 1. A successful DC 18 Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
- Unavoidable Gaze (Ex): A Watchmole can actively Gaze as a Standard Action affecting all creatures within 30 feet. The opponents must attempt a saving throw but can try to avoid it via averting their eyes or wearing a blindfold (causing the Watchmole to have Total Concealment from the opponent). Thus, it is possible for an opponent to have to save against a Watchmole's Gaze attack twice during the same round, once before the opponent's action and once during the Watchmole's turn.
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