Vesperath the Watcher - AI-generated fantasy Monster

Vesperath the Watcher

Vesperath has ruled the Winding Wilds for two centuries. Local legends say he was once a scholar of the ruins he now sleeps in, and that he chose this place not just for the terrain, but for the secrets buried beneath the muck. He has outlived three generations of monster hunters by being more patient than their supplies allowed.

HugeDragon(Black)CR 14Chaotic Evil

Vesperath the Watcher

Apex PredatorAmphibiousAmbush Specialist
HP195AC19SPD40 ft. walk, 80 ft. fly, 40 ft. swimCR14PerceptionStealthDeception
STR
23
DEX
16
save
CON
21
save
INT
16
WIS
15
save
CHA
17
save
Amphibious. Vesperath can breathe air and water.
Legendary Resistance (3/Day). If Vesperath fails a saving throw, he can choose to succeed instead.
Lurker in the Reeds. Vesperath has advantage on Dexterity (Stealth) checks while underwater or in heavy fog. If he hits a creature he is hidden from, the attack deals an extra 14 () damage.
Slayer Instinct. Vesperath has advantage on attack rolls against any creature that has been damaged by his Acid Breath since the end of his last turn.
Multiattack. Vesperath can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 17 () piercing damage plus 4 () acid damage.
Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () slashing damage.
Frightful Presence. Each creature of Vesperath's choice that is within 120 feet of him and aware of him must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Acid Breath (Recharge 5-6). Vesperath exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 54 () acid damage on a failed save, or half as much damage on a successful one.
Submerge. When a creature Vesperath can see targets him with an attack, he can move up to half his swim speed without provoking opportunity attacks, provided he is in water. If this movement puts him behind total cover or out of range, the attack misses.
Detect. Vesperath makes a Wisdom (Perception) check.
Tail Attack. Vesperath makes a tail attack. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 15 () bludgeoning damage.
Wing Attack (Costs 2 Actions). Vesperath beats his wings. Each creature within 10 feet of him must succeed on a Dexterity saving throw or take 13 () bludgeoning damage and be knocked prone. Vesperath can then fly up to half his flying speed.
1st level
Fog CloudConjuration Creates a 20-foot-radius sphere of fog.
2nd level
DarknessEvocation Magical darkness spreads from a point to fill a 15-foot-radius sphere.
3rd level
SlowTransmutation Alters time around up to 6 creatures, limiting their actions and speed.
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