{"name":"The Watcher","cr":"idk man, I just give em abilities. If you pick a fight with him it's their fault.","types":"Dragon","size":"Huge","languages":"Common, Draconic, Druidic","alignment":"Lawful Neutral","description":"","suggestedenvironment":"","ac":"19","hitpoints":"220 (20d12+100)","strength":"21","dexterity":"12","constitution":"22","intelligence":"16","wisdom":"25","charisma":"14","movement":"40","fly":"","hover":"","burrow":"","swim":"30","climb":"","senses":"Darkvision 60ft\r\nBlindsight 60ft","skills":"Perception +11, Nature +15, Stealth +6","savingthrows":"Constitution +8, Wisdom +12","damagevulnerabilities":"","damageresistances":"","damageimmunities":"Poisoned","conditionimmunities":"Poisoned","spellcasting":"[b][i]Spellcasting[\/i][\/b]. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following druid spells prepared:\r\n\r\nCantrips (at will): druidcraft, guidance, produce flame, shape water\r\n\r\n1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals\r\n\r\n2nd level (3 slots): animal messenger, beast sense, lesser restoration\r\n\r\n3rd level (3 slots): call lightning, conjure animals, meld into stone\r\n\r\n4th level (3 slots): conjure woodland beings, dominate beast, grasping vine, wall of fire\r\n\r\n5th level (3 slots): mass cure wounds, scrying, nature's wrath\r\n\r\n6th level (1 slot): druid grove, heal, heroes' feast\r\n\r\n7th level (1 slot): regenerate\r\n\r\n8th level (1 slot): control weather\r\n\r\n9th level (1 slot): foresight","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[i][b]Amphibious[\/b]. [\/i]The hydra can breathe air and water\r\n\r\n[i][b]Multiple Heads[\/b][\/i]: The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.\r\nWhenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.\r\n\r\nAt the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.\r\n\r\n[i][b]Reactive Heads:[\/b][\/i] For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.\r\n\r\n[i][b]Wakeful:[\/b][\/i] While the hydra sleeps, at least one of its heads is awake.","actions":"[i][b]Multiattack[\/b][\/i]: The hydra makes as many bite attacks as it has heads.\r\n\r\n[i][b]Bite[\/b][\/i]: [i]Melee Weapon Attack[\/i]: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"on","templateId":"21","blockId":"286024"}